Body step 2.5: the camera always rides the body
- one 3D view-follow rule (2 cm deadzone, hard 4 cm limit), no separate floor-follow; play-space-relative targets mean no feedback loop - head guide drives the character's eye to the HMD while on your feet - slow floor re-centering; Braced ignores the floor; anatomical head box Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -312,8 +312,9 @@ device only; the editor has an XR simulator for dev. Trackers/action map: see `x
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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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**Step 2.3:** the VIEW RIDES THE BODY (deadzone + smoothed follow + hard 8 cm `MaxViewLead`; never detach the view
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to avoid drift — make the body able to match its pose instead); hold-back measured at the hips; sticky legs tuck
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**Step 2.3/2.5:** the CAMERA ALWAYS RIDES THE BODY in 3D (2 cm deadzone, hard 4 cm `MaxViewLead`; no separate
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floor-follow — targets are play-space-relative so there's no loop) + a HEAD GUIDE on your feet (BIMOS-style) +
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slow floor re-centering; never detach the view to avoid drift — make the body able to match its pose instead; hold-back measured at the hips; sticky legs tuck
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with a free-space check; strength asymmetric by direction (pull-down/flexion strong, raise weak; structural guide
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strength push-only); **Box3D wrapper reads physics-material friction only at shape creation — set
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`PhysicsMaterialOverride` before AddChild.**
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