Depending on the parameter, this may also just be calculated based on the avatar's locally rendered IK state. Updates continuously every 0.1 seconds (10 updates per second), and interpolates float values locally for remote users. IK - A faster sync mode meant to synchronize frequently-changing values.Updates every 0.1 to 1 seconds as needed based on parameter changes (1 to 10 updates per second), but you shouldn't rely on it for fast sync. Playable - A slower sync mode meant to synchronize longer-running animation states.Updated locally, not directly synced (because its driven by audio) Speech - Only used for visemes, is driven by the Oculus Lipsync output parameters depending on your speech.We use the Oculus viseme index, top to bottom, where sil is 0. GestureLeft and GestureRight use these as their values: Index When updated locally, such as with OSC, float values are stored as native (32-bit) floating-point values in animators. † Remotely synced float values have 255 possible values, giving a precision of 1/127 over the network, and can store -1.0, 0.0, and 1.0 precisely. This isn't strictly memory in the sense of memory usage of the avatar, but has to do with the bandwidth you use when syncing parameters. You can use up to a total of 256 bits of "memory". You have access to three types of variable when defining your parameters in your Parameters object. An avatar scaled to 2m will report (2.0 - 0.2) / (5.0 - 0.2) = 0.375.Īll of these parameters are read-only. Relation of the avatar's eye height in meters relative to the default scaling limits ( 0.2- 5.0). An avatar with a default eye-height of 1m scaled to 2m will report 0.5. Inverse relation ( 1/x) between the avatar's default height and the current height. An avatar with a default eye-height of 1m scaled to 2m will report 2. Relation between the avatar's default height and the current height. Returns true if the user is scaled using avatar scaling, false if the avatar is at its default size. This can be used to create "analog" gestures or conditionally detect various things. When you start pulling the trigger, it will climb from 0.0 towards 1.0. For example, if you make a fist but don't pull the trigger on the left hand, GestureLeft will be 1, but GestureLeftWeight will be 0.0. † GestureLeftWeight and GestureRightWeight go from 0.0 to 1.0 in various gestures depending on the trigger pull. They currently do nothing and never change values. "Supine" and "GroundProximity" are visible in the Debug display, but are not implemented yet. Returns true if the user's Earmuff feature is on, false if not Returns true if the user is in a station, false if not Returns true if the user has muted themselves, false if unmuted Returns 1 if the user is in VR, 0 if they are not Is player unavailable (HMD proximity sensor / End key) When using Jawbone/Jawflap, range is 0-100 indicating volume True if the avatar is being worn locally, false otherwise If you "dead-end" your animators- as in, you don't have an "exit" in any particular branch- you may end up having a broken avatar. You should assume that parameter values may change. You'll need to add these to your Playable Layer animators to use them. User created parameters that are not in this list will exist only locally within that animation controller and are not currently changeable by the avatar. This is a list of Parameters ( case-sensitive) that can be added to any Playable Layer (animation controller) and change across all Playable Layers that include this parameter. This document is written with the assumption that you know a bit about Unity Animators.
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