Body step 2.1: climbing, mantling, crawling, legs, playground, 144 Hz
- Step rule + lower-body collider: no walking onto tables, steps <= 0.35 m - Structural hand strength: two-hand mantle/pull-up works, one hand can't - Arms aim from the physical shoulder horizontally, keep True Body pose vertically - Crawl pose, crawl carry, 35 deg slope limit, ground feed-forward ignores play-space corrections (fixes a runaway feedback loop) - Grab static world (climbing), procedural visual legs - Playground sandbox; menu strength slider, spectator (old drag) and turn toggles - Physics 144 Hz with interpolation; legacy chase-body spikes pin 90 Hz - RagdollSpike: 27 phases incl. mantle, pull-up, crawl, ledge drop, ramps Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -14,6 +14,8 @@ public partial class Main : Node3D
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[Export]
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public int MaximumRefreshRate { get; set; } = 90;
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public const int PhysicsRate = 144;
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private OpenXRInterface _xrInterface;
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private bool _xrIsFocused;
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@@ -70,7 +72,10 @@ public partial class Main : Node3D
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currentRefreshRate = newRate;
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}
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Engine.PhysicsTicksPerSecond = (int)currentRefreshRate;
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// Physics runs at a fixed PhysicsRate (the ragdoll's joints like small steps), decoupled from
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// the display; physics interpolation smooths rendering (XR origin subtree excluded — the
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// runtime and locomotion place it every frame).
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Engine.PhysicsTicksPerSecond = PhysicsRate;
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}
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private void OnSessionVisible()
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