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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FoxyzandClaude Opus 5.5 committed 2026-10-02 10:38:14 +03:00
1 parent 0b8f2131c1
commit 84df772f38
4 files changed
+91 -30

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