This is a early draft of this proposal. Please don't use anything in here yet. Everything is still subject to change.
Standardization is required for collaboration and shared assets. This is a proposal made by Mint_Shock which standardizes a list of Dynamic Variables on the "System" namespace to make systems interoperable and portable and enables users to create systems which can easily be installed onto other objects like tools, avatars, and much more. All without using any developer tools.
Systems are anything that goes on top of an base object. This includes ProtoFlux logic and other assets such as slots, meshes, textures and much more.
All variables must be defined including their namespace to avoid them accidentally binding to the wrong namespace: System/VariableName
. The namespace must not rely on non-direct binding of variables.
Setup
The simplest possible system consists of a single slot with all required variables present.
Variables
Name | Type | Purpose |
---|---|---|
Root
|
Slot
|
Root slot of the avatar. |
User
|
User
|
The user that has the avatar equipped as assigned by the Avatar User Reference Assigner. |
HasUser
|
bool
|
If the avatar is currently equipped. |
IsAway
|
bool
|
If the user of the avatar is shown as away. |
Base
|
String
|
Name of the avatar base. Examples: Davali , Mayu .
|
Name
|
String
|
Name of the avatar slot. |
Bone.Name
|
Slot
|
All bones of the rig using the original bone names. |
BodyNode.Name
|
Slot
|
All armature body nodes using Body Node names. |
BodyNode.Name.Bone
|
Slot
|
The associated fake bone, if one is being used. |
BodyNode.Name.Hidden
|
bool
|
If the body part should be hidden. |
Proxy.Name
|
Slot
|
Proxies using the Body Node names. |
RigCollidersEnabled
|
bool
|
As set by Component:VRIKAvatar rigCollidersEnabledStates .
|
Renderers
|
Slot
|
All renderers are children of this slot. |
Renderer.Mesh
|
SkinnedMeshRenderer
|
|
Renderer.Mesh.Enabled
|
bool
|
Defaults to true .
|
Material.Name
|
IAssetProvider<Material>
|
|
Material.Name.Away
|
IAssetProvider<Material>
|
Material version when IsAway is true.
|
Menu
|
Slot
|
Radial menu items root slot. |
Menu
|
colorX
|
Avatar menu color. |
Menu
|
IAssetProvider<Sprite>
|
Avatar menu icon. |
Systems
|
Slots
|
All systems are children of this slot. |
Voice
|
IWorldAudioDataSource
|
Assigned by Avatar Voice Source Assigner. |
VisemeAnalyzer
|
VisemeAnalyzer
|
|
VisemeAnalyzer.Strength
|
float
|
Defaults to 1. |
VisemeAnalyzer.VoiceOverride
|
IWorldAudioDataSource
|
Defaults to Voice .
|
Systems
Avatar Standard
The System standard is designed primarely as a extension of the Avatar standard. Both proposals are designed to work together seamlessly. Systems can access variables from the Avatar standard by reading variables from the Avatar
namespace.
Example: a flight thruster system might need to know the users hand position. Normally you would have to manually find the users hand slots using ProtoFlux. Avatar standard simplifies this by providing Dynamic variable Avatar/BodyNode.HandL
and Avatar/
BodyNode.HandR
of type Slot
le