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title: Avatar Settings
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description: The Avatar Settings window contains all Studio-level settings and customization options for an experience.
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---
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The **Avatar Settings** window, accessible from Studio's **File** menu or the **Avatar** tab, allows you to control the look and behavior of user avatars across your entire experience.
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<img src="../assets/studio/general/Toolbar-Avatar-Settings.png" width="800" alt="Avatar Settings indicated in Studio's toolbar" />
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Most experiences will find that the default avatar settings work perfectly right out of the box, offering a seamless player experience. The extensive controls in **Avatar Settings** are primarily for advanced creators looking to finely tune avatar appearance and behavior for specific gameplay needs.
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<Alert severity="warning">
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**Avatar Settings** modifies underlying experience defaults that are not visible outside of the settings interface or accessible with scripts. This can lead to difficult-to-debug behaviors, especially when working across teams or on a universe with multiple place files.
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Test your changes by using the window's preview and by playtesting in Studio so that you fully understand the impact on player avatars before publishing changes to your live experience.
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</Alert>
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The top bar of the **Avatar Settings** window provides easy access to quickly set the avatar type, assign a preset, and enable preview.
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<table>
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<thead>
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<tr>
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<th>Setting</th>
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<th>Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>**Preset**</td>
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<td>Displays which Settings preset is enabled and allows you to toggle between them (for descriptions of each setting, see [General](#general)). <br /><br />If the preset displays `--`, this indicates that the current settings are customized and do not match a preset.<br /> </td>
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</tr>
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<tr>
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<td>**Preview**</td>
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<td>Toggles a preview lineup of avatars based off the avatar settings applied. <br/><br/>This creates an `AvatarPreview` folder under **Workspace** ⟩ **Camera** with four representative avatar types. You can add or remove avatars to the lineup by dragging them into or out of the folder. <br/> <br/>This folder is removed during Studio runtime playtesting and it is not saved to your place file.</td>
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</tr>
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<tr>
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<td>**⋯**</td>
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<td>Sets the default avatar type to either **R6**, **R15**, or **R15 & R6**.</td>
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</tr>
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</tbody>
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</table>
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## General
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The **General** tab offers simple presets tailored to the needs of most experiences. In many cases, one of these presets will fit your experience's avatar use-cases and additional configuration is not necessary. However, advanced developers can further customize avatar behavior using the more detailed settings available in the other tabs.
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<table>
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<thead>
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<tr>
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<th>Setting</th>
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<th>Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>****Player Choice****</td>
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<td>Loads player avatars without any modifications.</td>
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</tr>
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<tr>
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<td>**Consistent Gameplay**</td>
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<td>Sets all avatars to the same height with the same box collider for consistent collision behavior.</td>
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</tr>
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</tbody>
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</table>
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## Body
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The **Body** tab contains settings for body proportions, parts, scale.
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<table>
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<thead>
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<tr>
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<th>Setting</th>
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<th>Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>**Scale**</td>
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<td>
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<ul>
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<li>**Player Choice** (default): Does not modify avatar character scale.</li>
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<li>**Custom Scale**: Allows you to scale avatars to an absolute height in studs, but maintain their proportions. You can set a **Minimum** and **Maximum** range. </li>
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</ul>
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<br />
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<Typography variant='body1'>For reference, classic style avatars are around 5 studs tall. More humanoid style proportions are around 6 - 6.5 studs.</Typography>
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</td>
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</tr>
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<tr>
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<td>**Appearance**</td>
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<td>
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<ul>
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<li>**Player Choice** (default): Does not modify avatar character appearance.</li>
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<li>**Custom Parts**: Lets you override a user's default body part to a custom ID.</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td>**Build**</td>
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<td>
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<ul>
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<li>**Player Choice** (default): Does not modify avatar character proportions.</li>
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<li>**Custom Build**: Provides customization options that limits the user's avatar body type, height, width, head size, and proportions. </li>
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</ul>
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</td>
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</tr>
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</tbody>
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</table>
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## Clothing
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The **Clothing** tab contains controls for layered and classic clothing.
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<table>
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<thead>
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<tr>
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<th>Setting</th>
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<th>Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>Clothing Scale</td>
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<td>
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<ul>
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<li>**Player Choice** (default): Keep user's avatar clothing.</li>
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<li>**Custom Limit**: Remove any clothing that exceeds the limit bounds of the avatar.</li>
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<ul>
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<li>**Limit Bounds**: The amount of length, width, and depth padding beyond the avatar body’s bounding box, expressed as a percentage. <br /> <br />0% means no padding and items must be strictly within the bounding box of the body and 100% adds padding equal to the avatar's bounding box on all sides, allowing items to occupy up to three times the body size. <br /> <br />This limit is shown as a blue box around each avatar in the preview lineup.</li>
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</ul>
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</ul>
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</td>
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</tr>
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<tr>
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<td>Custom Clothing</td>
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<td>
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<ul>
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<li>**Player Choice** (default): Keep user's avatar clothing.</li>
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<li>**Custom Clothing**: Lets you override a user's layered clothing equip slot or classic clothing type to a custom ID. If you check the box to override, but leave the **Asset ID** field blank, it will remove all player clothing in that equip slot.</li>
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</ul>
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</td>
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</tr>
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</tbody>
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</table>
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## Accessories
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The **Accessories** tab contains settings related to accessories in your experience.
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<table>
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<thead>
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<tr>
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<th>Setting</th>
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<th>Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>**Accessory Scale**</td>
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<td>
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<ul>
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<li>**Player Choice** (default): Does not change the scale of user's equipped accessories.</li>
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<li>**Custom Limit**: Allows you to **Scale** accessories, or **Remove** accessories that exceed limit bounds.</li>
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<ul>
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<li>**Limit Method**: Allows you to **Scale** accessories to fit within limit bounds, or **Remove** accessories that exceed limit bounds.</li>
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<li>**Limit Bounds**: The amount of length, width, and depth padding beyond the avatar body's bounding box, expressed as a percentage. <br /> <br />0% means no padding and items must be strictly within the bounding box of the body and 100% means pad by 100% of the bounding box on each side, so items can occupy an area three times the size of the body. <br /> <br />The limit bounds are visualized as a blue box around each avatar in the preview lineup.</li>
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</ul>
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</ul>
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</td>
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</tr>
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<tr>
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<td>**Custom Accessories**</td>
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<td>
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<ul>
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<li>**Player Choice** (default): Keep user's avatar accessories.</li>
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<li>**Custom Accessories**: Lets you override a user's accessory types to a custom ID. If you check the box to override, but leave the Asset ID field blank, it will remove all player accessories of that category.</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td>**Accessory Behaviors**</td>
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<td>Controls to enable/disable accessory behaviors like VFX and Sound.</td>
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</tr>
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</tbody>
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</table>
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## Movement
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The **Movement** tab contains collision and animation settings.
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<table>
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<thead>
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<tr>
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<th>Setting</th>
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<th>Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>**Collision**</td>
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<td>
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<ul>
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<li>**Default**: Use Outer Box method for collisions. This method calculates collisions based off the bounding boxes of avatar parts. </li>
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<li>**Single Collider**: Use a single consistently sized box for collisions.</li>
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<ul>
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<li>**Size**: Set the length, width, and depth of the collider box.</li>
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<li>**Hit & Touch Detection**: Set hit and touch events to use avatar **parts** or **colliders**.</li>
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</ul>
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<li>**Legacy**: Use Inner Box Collision method (for backwards compatibility only).</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td>**Animation Packs**</td>
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<td>
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<ul>
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<li>**Player Choice** (default): Keep user's platform animation style, including style packs</li>
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<li>**Standard R15**: All avatars will use the Standard R15 platform animations.</li>
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<li>**Standard R6**: All avatars will use the Standard R6 platform animations.</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td>**Animation Clips**</td>
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<td>
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<ul>
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<li>**Player Choice** (default): Keep user's platform animations.</li>
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<li>**Custom Clips**: Lets you override and preview any default animation type with a custom ID. These overrides are applied **on top of your selection of Animation Pack**.</li>
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</ul>
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</td>
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</tr>
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</tbody>
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</table>
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