XR Avatar

Category: Executor Tier: Pro

Purpose

Drives skeletal and blend-shape data from XR trackers onto visual meshes.

Visual Reference

As added to your scene
XR Avatar brick as it appears in the GDLink editor

Runtime Behavior

Inputs

  • Activate (Boolean): When true, continuously drive the target skeleton/mesh from tracker data each tick.

Properties

Core (always visible)

  • avatar_target (Enum, default "Hand"): Hand, Body, Face

  • update_frequency (Enum, default "Every Frame"): Every Frame, Physics Tick

Hand Mode (visible_if: {avatar_target: "Hand"})

  • tracker_hand (Enum): Left, Right

  • target_skeleton (NodePath): Path to Skeleton3D node.

  • hide_when_lost (Bool, default true): Hide hand mesh when tracking is lost.

  • bone_update (Enum, default "Full"): Full (position + rotation), Rotation Only

Body Mode (visible_if: {avatar_target: "Body"})

  • tracker_name (String, default "PrimaryBody"): XRBodyTracker name.

  • target_skeleton (NodePath): Path to Skeleton3D node.

  • selective_tracking (Flags, default Full): Full, Upper Body, Lower Body, Hands Only

  • bone_update (Enum, default "Full"): Full, Rotation Only

Face Mode (visible_if: {avatar_target: "Face"})

  • face_tracker (String, default "PrimaryFace"): XRFaceTracker name.

  • target_mesh (NodePath): Path to MeshInstance3D with blend shapes.

  • face_mapping (Enum, default "Auto-Map"): Auto-Map (match blend shape names), Manual (explicit mapping table)


Generated UI Mockup — showing expanded properties
XR Avatar
-
x
Name:
Label this brick...
Avatar Target:
v
Update Frequency:
v

Properties

This brick does not expose a generated property table yet. See the source specification for implementation notes.