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Reading the report

Every conversion produces a report: in the window while you work, and as Markdown through Copy report or Save report. Its first line names the package version and the source releases the readers were checked against; see Versions checked.

Severities

HeadingMeaning
WarningsConverts, but not the way it worked before, or something could not be read.
DroppedNo Basis equivalent.
ApproximatedFitted onto a Basis setting that does not mean quite the same thing.
MappedCarried across as it was. Listed so the report is complete.

Entries with the same code are grouped, with a count and one example.

Codes

Every code the converter emits, by area. A few codes appear at more than one severity depending on the case; the usual one is given.

Source files

CodeSeverityMeaning
avatar.noPrefabWarningNothing selected is linked to a prefab, so there is no file to read.
avatar.rootNotPrefabWarningThe selected object is not linked to a prefab. Only the prefab instances beneath it were read.
source.sceneOnlyWarningComponents with missing scripts that exist only on the scene object, not in a prefab file. Apply them to the prefab in the project where their scripts are installed.
source.notTextWarningThe prefab file is stored in binary form and nothing in it can be read. Switch the project where its scripts are installed to Force Text, save the prefab there, and export again.
avatar.missingWarningThe prefab file the selection points at does not exist.
avatar.notLoadedWarningThe file did not load as a prefab.
source.severalPrefabsMappedThe avatar is built from several prefabs. Each was read from its own file.
source.overridesAppliedMappedProperty overrides from prefab variants and nested prefab instances were applied before reading.
source.prefabVariantMappedThe avatar is a prefab variant, so the prefab it inherits from was read as well.
source.inheritedUnreadableWarningA prefab this one inherits from could not be read, so what it carries was not converted.
source.modelReadMappedThe prefab was saved from an imported .vrm without unpacking, so its components were read from that file.
source.notUnpackedWarningNothing was found, and the prefab was saved from an imported model without unpacking. Unpack it completely and save it again.
source.editorOnlyToolMappedComponents of an editor-time authoring tool. They carry no runtime behaviour.
source.unknownScriptWarningA component whose script this version does not recognise. Please report it.
source.vrcfuryMappedHow many VRCFury components were read, by kind: toggles, full controllers, armature links, other.
vrcfury.togglesRebuiltMappedHow many VRCFury toggles became Vixxy controls. VRCFury does not run on a Basis build.
vrcfury.toggle.droppedDroppedA hold button, or a toggle with no menu item that an animator parameter drives. Not rebuilt.
vrcfury.toggle.animatorOnlyApproximatedThe toggle also had a transition, a separate local state, a security lock or drove another parameter. The control switches its states directly.
vrcfury.exclusiveTagApproximatedToggles sharing an exclusive tag turned each other off. Vixxy controls are independent.
vrcfury.action.droppedDroppedToggle actions a Vixxy control cannot express, by class: material swaps, animation clips, scale, and the rest.
vrcfury.action.unresolvedWarningAn action names an object, blendshape or renderer that is not in the prefab. That part was left out.
vrcfury.fullController.assetMissingWarningA Full Controller names a controller, menu or parameter asset that could not be read.
vrcfury.fullController.untracedDroppedA Full Controller's menu controls traced to no toggle layer in its FX controller.
vrcfury.armatureLinkMappedHow many Armature Links are applied and how many clothing bones go under the avatar's.
vrcfury.armatureLink.unresolvedWarningThe link's target could not be found: the avatar has no humanoid rig, the bone or object is missing, or the clothing was scanned on its own.
vrcfury.armatureLink.autoApproximatedA link in VRCFury's old Auto mode. The clothing's meshes decided whether the whole tree merges.
vrcfury.armatureLink.physBoneApproximatedBones inside a PhysBone chain stay with the chain instead of going under their own avatar bone.
vrcfury.armatureLink.attachedApproximatedLinked bones carry renderers, which now follow the avatar bone and are no longer under the clothing's own object.
vrcfury.armatureLink.constraintRemovedMappedConstraints on linked bones were left out, as VRCFury removes them.
apply.unpackedApproximatedA prefab instance was unpacked so its bones could go under the avatar's. Unity allows no other way; undo restores it.
vrcfury.feature.unreadDroppedOther VRCFury features, by class and count. None of them is read.
source.builtCopyWarningThe avatar carries VRCFury's build markers: it is a copy VRCFury built, whose menus cannot be read. Convert the original.

Writing

CodeSeverityMeaning
apply.noTargetWarningConvert ran without a plan or a target.
apply.sourceUnresolvedWarningA prefab is not where it was when scanned, so nothing read from it was written. Rescan.
apply.unresolvedWarningA planned rig, constraint or head chop has no object in the target hierarchy and was skipped.
apply.descriptorUnresolvedWarningThe avatar descriptor has no object in the target hierarchy.
apply.vixxyUnresolvedWarningA control switches an object that is not in the target hierarchy.
apply.motionUnresolvedWarningA motion came from a prefab that moved since the scan.
vrm.runtimeRemovedMappedUniVRM's runtime drivers were removed from the converted avatar. They rewrote expressions, spring bones and look-at every frame. Undo restores them.

PhysBones

CodeSeverityMeaning
physbone.unresolvedWarningThe PhysBone could not be tied to a transform and was skipped.
physbone.disabledMappedThe component was disabled and simulated nothing. No rig was written.
physbone.rootUnresolvedWarningThe Root Transform could not be resolved. The PhysBone was skipped.
physbone.radius.collisionRadiusMappedRadius became collision radius, with its curve.
physbone.radius.negativeWarningA negative radius was clamped to 0 and collision left off.
physbone.gravityApproximatedGravity became the gravity multiplier, with its curve. PhysBone blends toward down; jiggle scales world gravity.
physbone.gravityFalloff.droppedDroppedGravity Falloff has no equivalent, so gravity applies evenly.
physbone.pull.stiffnessApproximatedPull, and Stiffness under Advanced, were fitted onto jiggle stiffness.
physbone.stiffnessCurve.droppedDroppedThe stiffness curve was dropped. Jiggle stiffness took the pull curve.
physbone.spring.dragApproximatedSpring was fitted onto drag.
physbone.springCurve.droppedDroppedDrag runs opposite to spring, so the curve would have inverted the falloff.
physbone.curves.domainApproximatedCurves carried over. PhysBone samples them by bone index, jiggle by distance from the root.
physbone.immobile.ignoreRootMotionApproximatedImmobile became ignore root motion, which cancels the root's translation only. A turning parent still swings the chain.
physbone.immobile.driftWarningImmobile 0.5 or more with a stiffness under 0.1. The chain will wander when its parent turns, because nothing brings it back. Raise the rig's stiffness.
physbone.immobileCurve.droppedDroppedThe immobile curve was dropped. Ignore root motion is a single value.
physbone.immobileType.worldApproximatedImmobile Type World damps scene movement only. Ignore root motion also damps animated motion.
physbone.limitType.noneMappedNo angle limit on either side.
physbone.limitType.angleMappedThe angle limit became a jiggle angle limit.
physbone.limitType.hingeApproximatedThe hinge angle became a cone. Nothing keeps the bone on one plane.
physbone.limitType.polarApproximatedSeparate pitch and yaw limits became one cone, using the wider angle.
physbone.limitType.tooWideApproximatedThe limit was wider than jiggle physics can express, so no limit was written rather than a tighter one.
physbone.limitRotation.droppedDroppedLimit Rotation was dropped. A jiggle limit is centred on the rest pose.
physbone.stretchMotion.stretchMappedStretch Motion became stretch, with its curve.
physbone.maxStretch.droppedDroppedNothing bounds how far a bone may lengthen.
physbone.maxSquish.droppedDroppedNothing bounds how far a bone may shorten.
physbone.endpointPosition.droppedDroppedJiggle derives its own chain endpoint.
physbone.multiChildType.oneChildMappedThe root has one child and is simulated on both sides. Multi Child Type does not apply.
physbone.multiChildType.ignoreMappedMulti Child Type Ignore became a motionless root.
physbone.multiChildType.ignoreBranchesApproximatedBones below the root with several children stay still in VRChat under Ignore. Jiggle swings them.
physbone.multiChildType.blendedApproximatedA shared root moved by its chains cannot be expressed, so the root was left motionless.
physbone.allowCollision.offApproximatedAllow Collision off excluded other players' hands. Basis registers every avatar's hands, arms and feet as global colliders and a rig cannot opt out. The listed colliders still apply.
physbone.allowGrabbing.filteredApproximatedAllow Grabbing was decided per player. Jiggle grabs for everyone or no one.
physbone.allowCollision.filteredApproximatedAllow Collision was decided per player. Basis's global colliders cannot be excluded per rig.
physbone.allowGrabbingMappedGrabbing kept its setting. Radius 0 is not grabbable in VRChat and locks the rig.
physbone.allowPosing.droppedDroppedJiggle bones spring back when released.
physbone.snapToHand.droppedDroppedNo equivalent.
physbone.isAnimatedMappedThe rest pose followed animation. Jiggle always does.
physbone.parameter.droppedDroppedThe animator parameter prefix has nothing to feed on Basis.
mapping.clampedWarningA fitted value fell outside its range and was clamped.

Dynamic Bone

CodeSeverityMeaning
dynamicbone.unresolvedWarningThe component could not be tied to a transform and was skipped.
dynamicbone.disabledMappedThe component was disabled and simulated nothing. No rig was written.
dynamicbone.noRootWarningThe component names no root, or has Blend Weight 0, and simulates nothing. No rig was written.
dynamicbone.rootUnresolvedWarningA root could not be resolved. That chain was skipped.
dynamicbone.multipleRootsMappedThe component drives several chains. Each became its own rig with the same settings.
dynamicbone.radius.collisionRadiusMappedRadius became collision radius, with its curve.
dynamicbone.radius.zeroApproximatedRadius 0 with colliders. Dynamic Bone collides points; jiggle needs a radius, so 0.01 was written.
dynamicbone.damping.dragMappedDamping became drag and air drag, with its curve.
dynamicbone.elasticity.stiffnessApproximatedElasticity became stiffness by its square root; both are a per-tick fraction toward the pose.
dynamicbone.stiffness.angleLimitApproximatedStiffness caps deviation at 2·asin(1−s) degrees and became an angle limit of that angle.
dynamicbone.stiffness.tooWideApproximatedThe cap is wider than 90 degrees. No angle limit was written.
dynamicbone.stiffnessCurve.droppedDroppedThe angle limit does not follow the stiffness curve.
dynamicbone.blendWeightApproximatedBlend Weight below 1 stiffens the chain toward rigid. Folded into the angle limit.
dynamicbone.updateRateApproximatedUpdate Rate other than 60 scales elasticity. Folded into stiffness.
dynamicbone.inert.ignoreRootMotionMappedInert became ignore root motion, measured at the rig root instead of the component.
dynamicbone.inertCurve.droppedDroppedIgnore root motion is one value per rig.
dynamicbone.gravityApproximatedDynamic Bone gravity is per tick without a time step and cancelled at rest. The preset's gravity was kept.
dynamicbone.force.gravityApproximatedA force straight down with no gravity became a gravity multiplier, from 60 ticks a second.
dynamicbone.force.droppedDroppedA constant force has no equivalent.
dynamicbone.endpoint.droppedDroppedEnd length other than 1, or an end offset. Jiggle's own tip matches End Length 1.
dynamicbone.freezeAxis.droppedDroppedNothing flattens a chain's motion onto a plane.
dynamicbone.friction.droppedDroppedFriction after touching a collider is not modelled apart from drag.

VRM spring bones

CodeSeverityMeaning
vrm.unresolvedWarningA chain could not be tied to a bone and was skipped.
vrm.noJointsWarningA chain named no joints.
vrm.dragMappedDrag force became drag, on the same scale.
vrm.radiusMappedJoint radius became collision radius, both in metres.
vrm.stiffnessApproximatedStiffness force, which has no upper bound, was fitted onto jiggle stiffness.
vrm.stiffness.clampedApproximatedA stiffness force above 1 was written as fully stiff.
vrm.gravityApproximatedGravity power became the gravity multiplier. VRM adds a per-step force; jiggle scales world gravity.
vrm.gravity.directionApproximatedGravity did not point straight down. Only the vertical part was kept.
vrm.angleLimit.coneApproximatedA cone limit became a jiggle angle limit, capped at 90 degrees.
vrm.angleLimit.droppedDroppedA hinge or spherical limit has no jiggle shape.
vrm.centerApproximatedThe chain named a centre transform. The rig ignores root motion fully, measured at its root bone.
vrm.springBone.disabledMappedA VRMSpringBone was disabled and simulated nothing. No rig was written.
vrm.branchesExcludedMappedBones under the chain that the spring did not name were excluded, so they stay still.

Colliders

CodeSeverityMeaning
collider.limitWarningMore colliders were referenced than a jiggle rig holds. The extras were dropped.
physics.excludedRootApproximatedThe root bone was in its own ignore list. The rig keeps the root motionless instead.
collider.disabledMappedThe collider component was disabled. Rigs that list it get nothing, as on the source.
collider.transform.unresolvedWarningA collider could not be tied to a transform. Rigs referencing it do not collide with it.
physics.collider.unresolvedWarningA referenced collider or collider group was not in the file.
physics.excludedTransform.unresolvedWarningAn excluded transform could not be resolved.
collider.radius.negativeWarningA negative radius was clamped to 0.
collider.global.droppedDroppedThe collider was marked global, for other avatars' bones. Basis offers only hands, arms and feet to others, so this one stays local.
collider.insideBounds.droppedDroppedThe collider kept bones inside it. Jiggle colliders only push bones out.
collider.bonesAsSpheres.droppedDroppedBones As Spheres has no equivalent.
collider.capsuleRotation.snappedApproximatedThe capsule was rotated off an axis and was snapped to the nearest one.
collider.taper.droppedApproximatedA Dynamic Bone capsule with two radii. One radius was used for the whole length.
collider.planeRotation.droppedDroppedA VRChat plane collider was rotated away from its transform's Y axis. It now faces Y.
collider.planeAxis.droppedDroppedA Dynamic Bone plane collider faced its X or Z axis. It now faces Y.
vrm.collider.capsuleSnappedApproximatedA VRM capsule ran off an axis and was snapped to the nearest one.
vrm.collider.insideDroppedA VRM collider held bones inside its shape. It now pushes the opposite way.
vrm.collider.planeNormalDroppedA VRM plane collider's normal pointed away from its transform's Y axis. It now faces Y.

Constraints

CodeSeverityMeaning
constraint.unresolvedWarningThe constraint could not be tied to a transform and was skipped.
constraint.disabledMappedThe component was disabled and drove nothing. None was written.
constraint.lockedMappedLocked was off. VRChat ignores that in play, so the Basis constraint is locked.
constraint.retargetedApproximatedThe constraint drove another transform. It was written onto the transform it drives.
constraint.noSourcesWarningThe constraint has no sources. It was created anyway.
constraint.source.emptyWarningA source slot had no transform and was dropped.
constraint.source.unresolvedWarningA source could not be resolved and was dropped.
constraint.source.overflowWarningSources past the sixteenth sit in an overflow list that is not read yet.
constraint.source.weight.normalizedApproximatedA lone source below full weight follows fully on Basis, which normalises source weights.
constraint.worldUp.noneApproximatedWorld Up Type None leaves roll free in VRChat. Basis uses the scene's up.
constraint.weight.clampedWarningThe weight was outside 0 to 1 and was clamped.
constraint.solveInLocalSpace.droppedDroppedBasis constraints solve in world space.
constraint.freezeToWorld.droppedDroppedNo equivalent.
vrm.constraint.rotationApproximatedA VRM rotation constraint copies a delta from rest. A Basis one follows the rotation itself, offset so the authored pose holds at rest.
vrm.constraint.aimApproximatedA VRM aim constraint states no up direction, so the scene's up is used.
vrm.constraint.rollApproximatedNothing in Basis copies rotation about one axis, so this became a rotation constraint limited to it.
vrm.constraint.noSourceWarningThe constraint names no source. It was created anyway.

Avatar descriptor

CodeSeverityMeaning
descriptor.unresolvedWarningThe descriptor could not be tied to a transform and was skipped.
descriptor.noSourceMappedA humanoid rig without a descriptor. An empty Basis Avatar was added.
descriptor.autoSetupMappedThe animator, human scale, renderer list and mouth position are left for Basis to fill in when its inspector is first opened.
descriptor.visemesMappedAll fifteen visemes carried across, position for position.
descriptor.visemes.countWarningFewer than fifteen viseme blendshapes were listed. The missing ones are unset.
descriptor.visemeMesh.missingWarningLip sync was set to blendshapes with no mesh assigned.
descriptor.visemesUnsetWarningNothing named the visemes or blink. Assign them on the Basis Avatar by hand.
descriptor.lipSync.unsupportedDroppedLip sync was not blendshape based. Basis drives visemes from blendshapes only.
descriptor.eyeLook.disabledMappedEye Look was disabled, so blink is unset.
descriptor.eyelids.noneMappedNo eyelid setup or no blink shape chosen, so blink is unset.
descriptor.eyelids.bonesDroppedEyelids were driven by bones. Basis blinks with a blendshape.
descriptor.eyelids.lookUpDownDroppedThe looking up and down eyelid shapes have no equivalent.
descriptor.viewPosition.sidewaysDroppedThe sideways part of the view position. Basis stores height and forward offset.
descriptor.animationLayersDroppedCustom animation layers were assigned. Basis has no playable layers.
descriptor.expressionsMenuDroppedThe expression menu as a structure. Its toggles are rebuilt as Vixxy controls; see the menu codes.
descriptor.expressionParametersDroppedExpression parameters as a list. Vixxy controls carry their own state.
headChop.disabledMappedThe component was disabled and hid nothing. None was written.
headChop.head.ignoredDroppedAn entry named the humanoid Head. Basis scales the Head itself and ignores such entries.
headChop.condition.droppedApproximatedA head chop bone was scaled away only in VR or only on desktop. Basis scales it away in both.
headChop.target.unresolvedWarningA head chop bone could not be resolved and was dropped.
contacts.droppedDroppedVRChat contacts were found. Basis has no contact system.
raycast.droppedDroppedVRChat raycast components were found. Basis has nothing that fires a ray into animator parameters.
vrchat.buildSettingsMappedPer-platform overrides or impostor settings. They instruct VRChat's uploader and carry no behaviour.
CodeSeverityMeaning
expressions.menuDroppedThe menu's contents, counted by kind. Toggles and radials are rebuilt; the rest is not.
expressions.parametersDroppedExpression parameters were declared. There is no parameter list to recreate.
expressions.puppetsDroppedTwo-axis and four-axis puppets. Each drives two parameters at once.
expressions.togglesResolvedMappedHow many animator layers were traced from the menu and how many became controls.
expressions.assetMissingWarningA menu or parameter asset the descriptor names is not in the project. A build tool's output under Packages/ is left out of a unitypackage export; copy that folder with its .meta files.
expressions.assetNotTextWarningThe menu or parameters sit in a file stored in binary form. VRCFury saves a built copy's menus that way, and only its own project can save the file again.
expressions.assetUnreadWarningThe file is text but holds no menu or parameters at the file id the descriptor names.
vixxy.rebuiltMappedThe count of menu toggles rebuilt as Vixxy controls, each with a menu item.
vixxy.notSimpleDroppedThe toggle animates over time or drives something a Vixxy control cannot hold.
vixxy.nothingToSwitchDroppedThe toggle switched nothing that exists on this avatar.
vixxy.values.normalizedMappedA two-state control used a value other than 1. It was written as 0 and 1 so Basis presents a toggle.
vixxy.commsMissingWarningNo HVR Avatar Comms on the avatar. Vixxy controls initialise through it; add the HVR.Networking prefab.
vixxy.puppetEndsApproximatedA radial puppet blended through motions between its ends. A slider interpolates in a straight line.
vixxy.builtinGuardApproximatedThe layer also waited on a VRChat parameter such as IsLocal. The control switches whenever it is used.
vixxy.materialBlockApproximatedThe control sets material properties on a renderer with several materials. Vixxy sets them per renderer, so all are affected.
vixxy.targetMissingWarningThe control switches an object that is not in this avatar. That object was left out.
vixxy.componentSwitchMappedThe toggle switches PhysBones or renderers on or off. The control drives their jiggle rigs and renderers.
vixxy.componentSwitch.droppedDroppedThe toggle switches a component that is not a converted PhysBone or a renderer. That switch was left out.
vixxy.rootActivationWarningThe control switches the avatar root, which Vixxy refuses. That object was left out.
vixxy.overlapWarningTwo controls set the same object, blendshape or property. The control used last wins on Basis.
fx.layersUnreadDroppedFX layers nothing read, by name. Only menu-steered layers and layers that play on their own are read.
fx.controllerMissingWarningThe FX controller the descriptor names is not in the project, so nothing was traced. Same cause and fix as expressions.assetMissing.
vixxy.rendererMissingWarningThe control sets a renderer or blendshape that is not in this avatar.
modularAvatar.hierarchyMappedModular Avatar components that rearrange the hierarchy or meshes. Left to Modular Avatar, which applies them at Basis build time when installed with the Basis NDMF platform.
modularAvatar.menusDroppedModular Avatar menu and animator components. See Modular Avatar.
modularAvatar.togglesRebuiltMappedHow many Modular Avatar menu toggles became Vixxy controls.
modularAvatar.vrchatOnlyDroppedModular Avatar components that act on VRChat's own systems.

Authored motion

CodeSeverityMeaning
motion.bakedMappedAn animator layer that plays on its own was rebuilt as authored motion.
motion.switchedMappedA menu toggle animated over time, so it was rebuilt as a motion the control switches on.
motion.notLoopingMappedThe clip was not authored to loop. It plays once and holds its last frame.
motion.motionTimeDroppedA state scrubbed by a parameter through motion time. Rebuild it as a slider by hand.
motion.notRotationDroppedA layer playing on its own animates something other than rotation, which a baked motion cannot hold.
motion.rotationOnlyDroppedThe layer also animates something other than rotation, which a baked motion clip cannot hold.
motion.noFolderWarningThere was nowhere inside the project to write the baked clip, so no motion was written.
motion.nothingToBakeWarningThe clip turns nothing that exists on this avatar.
motion.pathMissingWarningThe clip turns an object that is not under the avatar root. That part was not baked.

VRM expressions, face and metadata

CodeSeverityMeaning
vrm.objectUnreadableWarningThe expressions, licence and eye offset are inside the .vrm and could not be read. Press "Extract Meta And Expressions" in the file's import settings.
vrm.licenceMappedWhat the licence says: title, author and who may wear the avatar.
vrm.licence.restrictedWarningThe licence forbids changing the avatar, or limits who may wear it.
vrm.expressionsRebuiltMappedThe expressions became one Vixxy selector named Expression: Neutral, then one choice each.
vrm.expressionsDrivenDroppedViseme, blink and look-at expressions were left to Basis, which drives those itself.
vrm.expression.materialValuesMappedAn expression's material changes were written on the renderers that use the materials it names.
vrm.expression.materialsDroppedAn expression changes a material no renderer on the avatar uses.
vrm.expression.materialSharedDroppedThe material shares its renderer with others. Vixxy sets a property per renderer, so that part was left out.
vrm.expression.continuousApproximatedExpressions VRM lets the wearer apply at any strength. A choice is all or nothing.
vrm.expression.overrideDroppedThe expression blocks or attenuates blink, gaze or lip sync while worn. Basis keeps those running.
vrm.expression.shapeMissingWarningThe expression names blendshapes that are not on the mesh. The mesh changed after it was authored.
vrm.visemesApproximatedThe vowel expressions filled five of the fifteen visemes. VRM names no consonants.
vrm.visemeCompoundDroppedA vowel expression moves several blendshapes. A viseme names one, so it was left unset.
vrm.visemeMeshSplitDroppedVowels sit on more than one renderer. Basis reads all fifteen from one.
vrm.blinkMappedBlink was taken from the avatar's own blink expression.
vrm.eyePositionMappedThe eye offset became the Basis eye position.
vrm.eyePosition.noRigWarningThe avatar states an eye offset, but the rig is not humanoid with a head mapped.
vrm.firstPersonDroppedRenderers marked to hide from the wearer. Basis hides the head bone instead.
vrm.lookAtDroppedVRM 0.x look-at components. Basis drives gaze from the eye bones itself.
vrm.lookAt.expressionDroppedThe avatar aims its eyes with expressions, not eye bones, so its eyes do not follow gaze.
vrm.lookAt.rangeDroppedThe avatar limits how far its eye bones turn. Basis turns eyes up to 25 degrees for every avatar.

Rig

CodeSeverityMeaning
rig.noAnimatorWarningNo Animator with an avatar. Set the model's Animation Type to Humanoid.
rig.notHumanoidWarningThe rig is not a valid humanoid.
rig.missingBonesWarningBones the Basis validator requires are missing from the humanoid mapping, Chest and Neck included.
rig.bonesCompleteMappedEvery bone the Basis validator requires is mapped.
rig.recommendedBonesWarningA shoulder is unmapped. Basis places it from a fallback table and its validator warns.
rig.eyesMappedMappedBoth eye bones are mapped.
rig.eyesMissingWarningOne or both eye bones are unmapped. Basis calibrates gaze from both.
rig.jawMappedWarningA Jaw bone is mapped. Basis does not drive it, and the window offers to clear it.
rig.twistBonesMappedHow many arm bones have a twist child Basis will pick up.
rig.twistBonesAbsentMappedArm bones without a twist child. Basis applies no twist there.

The rig section

The report also checks the humanoid rig against Basis's IK: bone mapping, eye bones, twist bone names, and a mapped Jaw bone. These are model import settings; the window offers to clear the Jaw. See Rig check.