Skip to content

Commit

Permalink
Updated Header whitelist indicators
Browse files Browse the repository at this point in the history
also swapped in-progress avatar component with existing live one pending its completion
  • Loading branch information
loliwut committed Sep 10, 2024
1 parent a5937f9 commit 48eb939
Show file tree
Hide file tree
Showing 34 changed files with 214 additions and 74 deletions.
42 changes: 0 additions & 42 deletions docs/cck/components/CVRAvatar.md

This file was deleted.

2 changes: 1 addition & 1 deletion docs/cck/components/aas-trigger-helper.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Advanced Avatar Trigger Helper
# CVR Advanced Avatar Trigger Helper <div class="whitelisted" data-list="AP"></div>
This component allows triggering of an aas trigger form an animation of your main animator (e.g., gestures or emotes)

### Properties
Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/aas-trigger.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Advanced Avatar Trigger
# CVR Advanced Avatar Trigger <div class="whitelisted" data-list="AP"></div>
With this component you can modify your advanced avatar settings parameter values when a **[CVR Pointer](pointer.md)**
enters the indicated trigger area. Size and placement can be adjusted with the settings bellow.
The trigger area will move together with its parented armature bone or game object.
Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/animator-driver.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Animator Driver
# CVR Animator Driver <div class="whitelisted" data-list="AP"></div>
This component can be used to control [Animator](https://docs.unity3d.com/ScriptReference/Animator.html) parameters from
another animation. Useful for e.g., creating sub animators, and controlling their parameters with the main animator.

Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/attachment.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Attachment
# CVR Attachment <div class="whitelisted" data-list="P"></div>
This component can be used to attach objects to a bone or a tracker. This can be used for props like e.g, hats or glasses.

### Properties
Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/audio-driver.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Audio Driver
# CVR Audio Driver <div class="whitelisted" data-list="AP"></div>
This component allows you, to switch between multiple audio clips for one audio source.
This is recommended and useful when using many audio clips for the same audio source location and settings.

Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/audio-material-parser.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Audio Material Parser
# CVR Audio Material Parser<div class="whitelisted" data-list="W"></div>
The purpose of this component is, to make use of spectrum or output data of an audio source.
This could be used to visualize/create reactive objects to e.g. music of the video player.

Expand Down
182 changes: 182 additions & 0 deletions docs/cck/components/avatar.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,182 @@
# CVR Avatar <div class="whitelisted" data-list="A"></div>
This component is the main component for your avatar, it features various settings and vaiables relevant for your
avatar, you attach this component to the root gameobject of your avatar.


## General Avatar Settings
Setup for your voice & view position.

##### View Position
This is your view position ingame where you want your viewport to display from.
Editor window shown as 🟢 (Green ball)

##### Voice Position
This is your voice position ingame where you want your voice to be transmitted from.
Editor window shown as 🔴 (Red ball)

##### Voice Parent
The bone which your voice is attached to. It will follow it's position while you move your avatar around in world space.


## Avatar Customization
You can customize your avatar to do more than the movement we have as default

##### Animation Overrides
Here you can place your Override Controller where you specify which animation to use in place of our default setup,
use the context menu to create a new CVR Override Controller in your unity project folder.

## Blinking and Visemes
You can configure your avatar to have eye movement, blinking and voice activated blendshapes called visemes.

##### Use Face Mesh
This slot is where you place your Body or Face mesh that have the blendshapes needing to be used for the settings bellow

##### Use Eye Movement
Enables automatic eyemovement that can focus on nearby players.

!!! hint "Toggle during runtime"
Eye movement can be toggled of during runtime via e.g. an animation

##### Use Blinking Blendshapes
Enables blinking action of the blendshapes filled in the slots bellow and they will trigger together, e.g you can use
one blendshape to blink both eyes or use two blendshapes for each eye and they will blink together.

!!! hint "Toggle during runtime"
Blinking can be toggled of during runtime via e.g. an animation

!!! warning
If you have an animation using the selected blendshapes, your blinking will not work, keep them seperate from
blendshapes used in animations.

##### Use Visemes Blendshapes
Enables use of blendshape visemes during transmition of your voice through voice chat, the blendshape slots can be
autofilled if they have a naming scheme that fits or is near equal name of each slot.

!!! hint
Blinking can be toggled of during runtime via e.g. an animation

!!! warning
If you have an animation using the selected blendshapes, your visemes will not work, keep them separate from blendshapes used in animations.


## Advanced Tagging
With the advanced tagging feature, you can set tags for specific game objects only. This means, you can e.g., tag one
specific audio source as a long range audio source, and will not render in every audio source to be removed, but instead
only this specific one.


!!! warning
If you are using the Advanced Tagging System, you still need to Tag your Avatar appropriately and list all affected
game objects in this list.

##### Tags
Set the according tags you want for this particular game object. You can have multiple tags on one game object.

##### GameObject
The game object you want to tag must be set here.

##### Fallback GO (GameObject)
A game object that should be used as a fallback, if the game object defined above falls under a filter rule.


## Advanced Avatar Setting
##### Base Animator
The Base Animator is used as a base by the AAS generator. That for, its very easy to expand the base animator while
still using the AAS system.
As a novice user it is recommended to use the one packed with the CCK it is called ***AvatarAnimator*** located in
***Assets/ABI.CCK/Animations*** folder, you can use your own Animator here but we suggest to use the one packed with
the CCK unless you know what you are doing.

##### Override Controller
This slot is only used if you have an already filled Override Controller and you want to transfer the attached override
animations to the new generated one automatically.

##### Synced Bits Used
Shows how many synced bits you have used.

##### Create Animator (Button)
Generates a new Animator Controller & Override Controller from the configurations you have made.

##### Attach created Override to Avatar (Button)
Attaches the newly generated Override Controller directly to the CVRAvatar.


### Input
##### Name
Name of the input, this will be shown in the advanced avatar window in game.

##### Parameter
Parameter name that will be used in the Animator, this is automatically generated into the new Animator if you use the
generate button or can be manually added if you are experienced with custom animator setups.


### Types
#### Game Object Toggle
Creates a check/toggle box in your advanced avatar window in game.

##### Use Animation
Will use your attached animation as reference.

##### GameObjects
Creates a toggle animation for your game objects placed in the list.

##### Default
Default value of the selected type.


#### Game Object Dropdown
Creates a dropdown menu you can choose between different game objects in your advanced avatar window in game.

##### Options
A list of game objects you will be choosing from. You can have as many as you want in one dropdown.
We do not recommend creating to long lists, as it will be difficult to select all available options ingame.


#### Material Color
Creates three sliders in your advanced avatar window in game to choose your color from.

##### Material Properties
Select the material property (vector 3) you want to change.


#### Slider
Creates slider in your advanced avatar window in game.

##### Material Properties
Select the material property you want to change.


#### Joystick 2D
Creates a 2D plane you can choose position from in your advanced avatar window in game.

Range Min and Max set the size or scale of the Joystick plane.

##### Range Min
Defines the minimum or start range / value of the Joystick 2D. Means it can't go lower than this values.

##### Range Max
Defines the maximum or end range / value of the Joystick 2D. Means it can't go higher than this values.


#### Joystick 3D
Creates a 2D plane you can choose position from with a vertical slider in your advanced avatar window in game.

Range Min and Max set the size or scale of the Joystick plane.

##### Range Min
Defines the minimum or start range / value of the Joystick 2D. Means it can't go lower than this values.

##### Range Max
Defines the maximum or end range / value of the Joystick 2D. Means it can't go higher than this values.


#### Input Single
Single input field/single number. This will display a number input field ingame.


#### Input Vector 2
Two input fields/two numbers. This will display two number input fields ingame.


#### Input Vector 3
Three input fields/three numbers. This will display three number input fields ingame.
2 changes: 1 addition & 1 deletion docs/cck/components/blitter.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Blitter
# CVR Blitter <div class="whitelisted" data-list="W"></div>
Allows the use of Unity's [Graphics.Blit](https://docs.unity3d.com/ScriptReference/Graphics.Blit.html). This component
recommended for advanced users only.

Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/custom-render-texture-updater.md
Original file line number Diff line number Diff line change
@@ -1,2 +1,2 @@
# CVR Custom Render Texture Updater
# CVR Custom Render Texture Updater <div class="whitelisted" data-list="W"></div>
Calls the update method once a frame for the selected [Custom Render Texture](https://docs.unity3d.com/Manual/class-CustomRenderTexture.html).
2 changes: 1 addition & 1 deletion docs/cck/components/distance-lod.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Distance Lod
# CVR Distance Lod <div class="whitelisted" data-list="W"></div>
Distance lod or distance **level of detail** can be used to toggle on game object's based on their distance to the local
player.

Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/face-tracking.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Face Tracking
# CVR Face Tracking <div class="whitelisted" data-list="AP"></div>
The face tracking component allows the use of facial tracking hardware like e.g.,
[VIVE Facial Tracker](https://www.vive.com/eu/accessory/facial-tracker/).

Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/gi-material-updater.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR GI Material Updater
# CVR GI Material Updater <div class="whitelisted" data-list="W"></div>

Calls `UpdateGIMaterials` on the same game objects [Renderer](https://docs.unity3d.com/ScriptReference/Renderer.html), there for requires some sort of [Renderer](https://docs.unity3d.com/ScriptReference/Renderer.html).

Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/global-material-property-updater.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Global Material Property Updater
# CVR Global Material Property Updater <div class="whitelisted" data-list="P"></div>
Updates a material property globally. This means it will change the value for every e.g. mesh or component that
uses this material.

Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/global-shader-updater.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Global Shader Updater
# CVR Global Shader Updater <div class="whitelisted" data-list="W"></div>
This component can be used to define global [Shader](https://docs.unity3d.com/Manual/Shaders.html) properties.
This means shaders can access those global variables, and you can also update those variables on runtime by e.g, an animation.

Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/haptic-chest-area.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Haptic Chest Area
# CVR Haptic Chest Area <div class="whitelisted" data-list="AP"></div>
This component allows you to configure your chest haptics area for your avatar.

The chest haptic area has 20 trigger points on both front and back side. This translates to the 40 trigger points on
Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/haptic-zone.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Haptic Zone
# CVR Haptic Zone <div class="whitelisted" data-list="W"></div>
Allows you to define a haptic zone. You can define different actions that will trigger the
**[CVR Haptic Chest Area](haptic-chest-area.md)** when interacting with it.

Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/interactable.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Interactable
# CVR Interactable <div class="whitelisted" data-list="W"></div>

##### Tooltip
A tooltip text which will be displayed when hovering over the trigger.
Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/material-driver.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Material Driver
# CVR Material Driver <div class="whitelisted" data-list="AP"></div>
With this component you can set specific [Material](https://docs.unity3d.com/ScriptReference/Material.html) properties on [Renderer's](https://docs.unity3d.com/ScriptReference/Renderer.html).
This means you can e.g., animate a mesh with multiple materials using the same shader, but target one specific material.

Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/material-updater.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Material Updater
# CVR Material Updater <div class="whitelisted" data-list="AP"></div>
Sets properties as vectors on the material `_CVR_Velocity` and `_CVR_Angular_Velocity`.
Shaders can make use of these properties.
The component searches for a [Renderer](https://docs.unity3d.com/ScriptReference/Renderer.html) on the same game object, this is needed as it will use the material assigned to the renderer.
Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/mirror.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Mirror
# CVR Mirror <div class="whitelisted" data-list="W"></div>
The mirror component, we suggest you to use the corresponding prefab to place a mirror in the world, the white surface is the mirror reflection side.

### Properties
Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/nav-controller.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Nav Controller
# CVR Nav Controller <div class="whitelisted" data-list="P"></div>
This component allows to control a [Nav Mesh Agent](https://docs.unity3d.com/ScriptReference/AI.NavMeshAgent.html)
path. You can select a target or enable patrol mode.

Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/object-sync.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Object Sync
# CVR Object Sync <div class="whitelisted" data-list="W"></div>
Adding this component will sync the game objects position and rotation to others over the network.

!!! warning "Experimental Feature"
Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/particle-sound.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Particle Sound
# CVR Particle Sound <div class="whitelisted" data-list="W"></div>
This component allows you to play an [Audio Clip](https://docs.unity3d.com/ScriptReference/AudioClip.html) on particle
birth/spawn and or death at the particle's location.

Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/pickup-object.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Pickup Object
# CVR Pickup Object <div class="whitelisted" data-list="P"></div>
Add this component to configure a game object as a pickup object. Players will be able to grab pickup objects.

### Properties
Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/pointer.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Pointer
# CVR Pointer <div class="whitelisted" data-list="P"></div>
CVR Pointer can interact with various different type of triggers & systems.
It can be used to activate area triggers on enter or on exit through many CVR components.

Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/portal-marker.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Portal Marker
# CVR Portal Marker <div class="whitelisted" data-list="W"></div>

### Properties

Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/spawnable-trigger.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Spawnable Trigger
# CVR Spawnable Trigger <div class="whitelisted" data-list="P"></div>
Spawnable Triggers are basically [CVR Advanced Avatar Trigger](aas-trigger.md) for [Spawnables](spawnable.md).
But they have a slightly different setup.

Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/spawnable.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Spawnable
# CVR Spawnable <div class="whitelisted" data-list="P"></div>
This is the main component for a **Spawnable** or **Prop**. This is required for setup and uploading the Prop.

## Properties
Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/state-trigger.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Toggle State Trigger
# CVR Toggle State Trigger <div class="whitelisted" data-list="AP"></div>
With this component you can modify the toggle state of your avatar when a **[CVR Pointer](pointer.md)**
enters the indicated trigger area. Size and placement can be adjusted with the settings bellow.
The trigger area will move together with its parented armature bone or game object.
Expand Down
2 changes: 1 addition & 1 deletion docs/cck/components/texture-property-parser.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# CVR Texture Property Parser
# CVR Texture Property Parser <div class="whitelisted" data-list="W"></div>
Used to parse a pixels color channel value from a texture.

##### Texture Type
Expand Down
Loading

0 comments on commit 48eb939

Please sign in to comment.