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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@@ -73,7 +73,9 @@ public partial class RagdollSpike : Node3D
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_holdOn = false;
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}
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GD.Print($"RAGDOLL: input mode {(_realInput ? "REAL (90 Hz tracking, jitter)" : "ideal")} at {Engine.PhysicsTicksPerSecond} Hz physics");
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AddChild(MakeStatic(new Vector3(40f, 1f, 40f), new Vector3(0f, -0.5f, 0f), 29));
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StaticBody3D floor = MakeStatic(new Vector3(40f, 1f, 40f), new Vector3(0f, -0.5f, 0f), 29);
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floor.AddToGroup(PropGrabber.NoGrabGroup); // like main.tscn's floor
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AddChild(floor);
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_ragdoll = new PlayerRagdoll { Name = "Ragdoll" };
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AddChild(_ragdoll);
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