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Settings

The Bouncer System is customized from the Unity Inspector. Select the main BS_BouncerSystem object to tailor how the system reacts when players are granted or denied access.


Security Settings​

These settings dictate the foundational behavior and default state of your gate.

  • Fetch Whitelist: When enabled, the system also pulls whitelist entries from an online URL (such as a raw Pastebin link) when the world loads, so you can update your staff without re-uploading your world. Entries typed into the Users list in the Inspector are always used.
  • Is Security On: A networked setting that decides the gate's state when a new instance is created. If enabled, the gate is active immediately; if disabled, everyone counts as verified until a security player turns it on.
  • Instance Owner Is Security: When enabled, the player who created the instance automatically gets Permanent security, whether or not their name is on the list.
  • Security Animation, Enable Notifications: see the sections below. The teleport destinations are described under Teleportation & Movement.

Whitelist​

The whitelist works like the Security System's: each entry is a type next to a player's display name.

  • Users: A reorderable list. Pick Security or Access for each row, then type the player's name.
    • Security — the player gets Permanent security (and is verified) as soon as they join.
    • Access — the player is verified as soon as they join, even while the gate is on, but gets no security privileges.
  • URL: Where extra entries are fetched from when Fetch Whitelist is on — plain text, one playerName, Security or playerName, Access line per player. Lines with any other type are ignored.

Gate Feedback​

  • Security Animation: When enabled, an Animator plays an open animation when the local player becomes verified and a close animation when they stop being verified. Needs Animator, Open Gate Animation and Close Gate Animation assigned.
info

If the Animator or either animation is left empty, Security Animation is switched off automatically when the world starts — it won't cause errors, it just won't play.


Teleportation & Movement​

There are no teleport toggles: assign a destination to use it, or leave it empty to skip it. All three Transforms sit together under the Positions header in the Inspector.

  • Access Granted Position: The local player is teleported here the moment they become verified.
  • Access Denied Position: The local player is teleported here the moment their access is revoked.
  • Security Position: The local player is teleported here the moment they join as security or are granted security. A player who later loses security is respawned at the world's spawn point.

Security players are never teleported by the Access Granted or Access Denied positions.


Object & Collider Toggling​

On the BS_GameObjectsManagement object, two independent lists are shown/hidden based on the local player's state:

  • Verified Game Objects: Active while the gate is off, or the local player is verified or security. Use these for the area you're protecting (a door collider, a VIP room).
  • Security Game Objects: Active only for security players. Use these for staff-only items.

Both lists start hidden until the first update.


Notifications & Player Tags​

  • Enable Notifications: Shows the local player an on-screen alert when their own state changes. Needs the CrZVRC Notification System — see Notifications. If the notifications object isn't assigned, this is switched off automatically.
  • Player Tags: Optionally shows a floating tag above a player's head. Needs the CrZVRC Player Tags asset — see Player Tags.