This guide will assume that you already have some understanding of how to manually install prefabs onto an avatar using the Avatars 3.0 Manager.
Find the Spyglass_System Prefab in the ‘Runefox/Spyglass/Preafabs/Manual’ folder and drag it onto your avatar so that it is a child of the avatar game object. Right Click the prefab and Unpack it.
Find and merge the Spyglass FX Animator, and Spyglass Parameters into the respective files on your avatar with the Avatars 3.0 Manager.
Find the Eye Contacts under the ‘ReparentObjects/Head Gameobject’
Reparent these Eye Contacts to be children of the Head bone of your avatar.
Move the eye contacts so that they’re over each of the avatar’s eyes.
Make sure you have the correct contact over the correct eye as these dictate which eye will get covered by the zoom shader when the spyglass is brought up to the eye.
Note: Some headsets are rather large and can get in the way when bringing the spyglass up to your eyes. If you are having issues with getting the spyglass zoom to appear when at lower zoom levels try moving the eye contacts forward more or make the contact longer by increasing the height.
Find the LocalZoomShaderSphere object under the ‘ReparentObjects/Neck object.
You’ll need to reparent this to the Neck bone of your avatar and move it so that the sphere is over the head of the avatar.
The sphere may not be visible when selected on your version of the package. In that case, just move the object so that the movement gizmo is in the center of your avatar’s head. That should be good enough
Select the SpyglassObject object and check that the Parent Constraint has a 1 next to the Storage Target and a 0 next to Hand Target. This will make sure that the Spyglass follows the Storage Contact so we can properly position it.