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Props

A Prop is a small item or accessory that you attach to your avatar or place in the scene. On the Props page of the Remote app, you load and manage props.

Kinds of Props

Props come in two kinds, depending on the file you load.

KindFileDescription
Bundle.prop.lsbA prop exported from the SDK's Unity environment. It automatically attaches to an avatar socket (right hand, left hand, head, and so on) and follows the avatar's movement, and can carry animations (toggles, expression switches) and behaviors such as a chair. It is re-attached automatically when you swap avatars.
glTF model.glb / .gltfA standalone 3D model. You can place it in the scene, or attach it to the avatar's hand and so on (see Hold a Microphone). Adjust its position, rotation, and scale with the transform editor.
tip

Bundles (.prop.lsb) are exported from the SDK's Unity environment. For how to create one, see Export a Prop.

Change in 0.24.0 (re-export required)

The internal makeup of bundles (.prop.lsb) changed in 0.24.0. Re-export any .prop.lsb you exported before 0.23.x from the SDK. (Only re-exported bundles match the new makeup. Prop state saved in a live scene carries over unchanged.)

Managing Props

Prop operations are only available while connected to the Studio app. When not connected, it shows "Connect to a Studio to manage props."

Adding a Prop

From Add Prop in the top right of the page, open the file picker and choose a *.prop.lsb or *.glb / *.gltf file. The added prop appears in the list.

Load / Unload

Use the icon on each prop to toggle between loading (load) and removing it (unload).

Details (Attach and Transform Settings)

Open the settings from Details on each prop. In list view they appear in the right-hand pane; in card view they appear in a dialog.

  • Bundle (.prop.lsb): Choose the socket to attach to. Depending on which bones the avatar has, candidates such as WristRight / WristLeft / Head / Chest / Spine / Hips appear, and the default is the right hand (WristRight). You can also adjust the position, rotation, and scale offsets.
  • glTF model (.glb / .gltf): Adjust its position, rotation, and scale with the transform editor. For steps to attach it to the avatar's hand, see Hold a Microphone.
tip

The properties listed in Details (offsets, and the chair settings below) can also be assigned to a key or gamepad button. For how to bind them, see Operations.

Bundle Behaviors (Item / Chair)

A bundle's (.prop.lsb) behavior is determined by what was exported into it. In addition to a plain prop that merely follows a socket, there are two special behaviors: Item and Chair.

Item (AvatarItem)

An item held by the avatar. On top of following its socket, it syncs with the avatar's animation and expressions.

  • Animator parameters that are active on the avatar (toggles, gestures, and so on) are passed to the item's own Animator as same-named parameters.
  • The item's own expression mapping switches according to the avatar's expression weights (so the item's look changes along with the avatar's expression).

This lets you make items (hand-held tools, decorations, effects, and so on) that change in sync with the avatar's movement and expressions.

Chair (AvatarChair) (WIP)

A chair the avatar sits on. Its movable parts automatically follow the avatar's pelvis (Hips).

The movable parts are configured per axis:

  • swivel (rotation) / recline (tilt) — a specified part rotates with the avatar's hips yaw / pitch (such as a swiveling seat or a reclining backrest).
  • lateral / height / depth (left-right / up-down / forward-back) — a specified part translates with the avatar's hips position.

Each axis has the following settings, adjustable from Details:

SettingDescription
min / maxOperating range. Setting it to 0 / 0 locks that axis (no movement).
deadzonePlay (backlash). Absorbs small tremors in the hips.
dampingFollow smoothing (seconds). 0 follows instantly.

Record the reference seated pose with Activate (record the rest pose). Put the avatar into the desired seated pose and run Activate, and that pose becomes the zero point for each axis. The recorded reference is saved in the live scene.

tip

For concrete steps on attaching a GLB / GLTF model to your avatar's hand, see Hold a Microphone.