Body step 2.2: fix the 2.1 headset instabilities
Spike now runs real input (90 Hz sample-and-hold tracking + jitter under 144 Hz physics), which reproduced the playtest. Root causes fixed: - PoseFilter/RagdollDriver: timestamped extrapolation of tracking, one tick pipeline shared by PlayerRig and the spike - low-pass all feed-forwards (ground control amplified jitter by body mass) - arm muscles back to local targets (physical-frame aim fed chest rotation back) - structural hand strength only when braced or holding - no free-path view chasing while grounded (8 m crouch slide); stick hold-back - explicit inertia for the Legs body (shape-less tuck tumbled the pelvis) - world grab: Box3D shape queries return a null collider, use collider_id - new crouch-hold phases; world-grab detection asserted Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -306,6 +306,12 @@ device only; the editor has an XR simulator for dev. Trackers/action map: see `x
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smooth turn, **physics 144 Hz with physics interpolation** (`Main.PhysicsRate`; XROrigin3D, TrueBody, PlayerRig
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are interpolation-OFF because they move per frame — anything new moved in `_Process` must be excluded too).
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Rule learned: play-space corrections must never feed ground control's feed-forward (runaway feedback).
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**Step 2.2 (2.1 playtest was unstable — see research doc "Step 2.2"): RagdollSpike now runs REAL input
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(90 Hz sample-and-hold tracking + jitter under 144 Hz physics); a body test on ideal input proves nothing.**
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Tick pipeline = `RagdollDriver` (shared by PlayerRig and the spike; `PoseFilter` extrapolates tracking).
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Rules: low-pass every feed-forward; muscles stay local to the TARGET pose (never the physical parent — rotation
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feedback); no free-path view chasing while grounded; bodies whose shapes can all be disabled need explicit
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inertia; Box3D shape queries return a null `collider` — use `collider_id`.
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Owner scope: thumbstick locomotion only, no jump, avatar scaling and NPCs later.
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10. **Body physics Stage 2 — PHYSICAL ARMS, implemented 2026-10-02, awaiting owner playtest.**
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`PhysicsArms.cs`: per side an upper-arm + forearm RigidBody3D (2.0 / 1.2 kg, layer 5) that
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