SILVIA Accessories Manager

This component stores Lists of references to GameObjects that can be added as accessories to your Avatar. An example PAGER tag for changing the hair would be as follows.


<Accessories-Hair,params=?2/>

This tells the parser to route the tag to the AccessoriesManager method that accepts an int index and makes that index matched accessory active while shutting off all the others of that slot. If the GameObject mesh is not bound to the rig as a SkinnedMeshRenderer then you can align the accessory transform pivot with the object it is attached to and install in the rig as an immediate child of the slot bone.. Head for hats and eyewear for example would have their pivot aligned and assigned to the head transform pivot as children. How they are attached is an individual preference. This component simply makes one active per slot and turns the rest of the List for that slot inactive.

SILVIA AccessoriesManager Tags (MinMax Float Values)
ACCESSORY SLOT NAME SUBSYSTEM FUNCTIONALITY RANGE
Hair Accessories Selects an accessory from List by index to make active for the designated slot. 0, List.Count-1
HeadGear Selects an accessory from List by index to make active for the designated slot. 0, List.Count-1
EyeWear Selects an accessory from List by index to make active for the designated slot. 0, List.Count-1
ShoulderGear Selects an accessory from List by index to make active for the designated slot. 0, List.Count-1
ForearmGauntlets Selects an accessory from List by index to make active for the designated slot. 0, List.Count-1
WristBracelets Selects an accessory from List by index to make active for the designated slot. 0, List.Count-1
UpperBodyClothes Selects an accessory from List by index to make active for the designated slot. 0, List.Count-1
LowerBodyClothes Selects an accessory from List by index to make active for the designated slot. 0, List.Count-1
Footwear Selects an accessory from List by index to make active for the designated slot. 0, List.Count-1

accessories-manager