27 KiB
VR Messs — Agent Handoff
Read AGENTS.md in the repo root first — it is the authoritative project brain. This file
orients you; AGENTS.md governs. Verify every claim here against the code when you touch it
(code wins over both docs if they disagree).
1. What this project is
VR anime-character scene viewer — Koikatsu-VR-class, but with real physics hands. Not a game: no loops, quests, progression. Explore, interact, touch, pose — that's the product. This repo is the experimentation lab: designs are hypotheses validated with cheap throwaway spikes.
TERMINOLOGY (owner-corrected — use precisely):
- "getting a body" = the physical rig (torso/arms/hands, the interaction body).
- "embodying" = viewing from a character's perspective in an animation (view-follow + avatar). Two separate systems. Never call the rig milestone "embodying".
2. Toolchain & environment
- Godot 4.7.2 mono (binary
godot-mono), C# / .NET 8 (dotnet SDK 10 present). PCVR, desktop-only. - Physics: Box3D via
addons/godot-box3dGDExtension (bearlikelion server-replacement, v0.2.6); settingphysics/3d/physics_engine="Box3D Physics". Exactly ONE.gdextensionfile may exist — a stray duplicate double-loads the library and breaks the server ("required virtual method" errors). The addon is LOCALLY PATCHED (grab v5.3 depends on it): the wrapper now maps Godot's ConeTwistJoint3D → Box3D's b3WeldJoint (rigid grab weld). Originals inaddons/godot-box3d/bin-stock/; source + rebuild recipe + patch in.vendor/(.vendor/box3d-weld.patch,.vendor/godot-box3d/, seeresearch/godot-box3d-weld.md) — only the Linux binary is patched; Windows/macOS binaries are stock (ConeTwist still errors there until rebuilt). Jolt fallback = flip that one project-setting line; all gameplay code stays standard RigidBody3D/StaticBody3D/CharacterBody3D so the flip is lossless. - Runtime stack: WiVRN + WayVR on Linux. Headset + runtime support hand tracking (treat as available).
- Renderer Forward+ (Mobile is the docs' VR recommendation; deferred until profiling justifies).
- Build:
dotnet build. Headless validation — physics:godot-mono --headless --path . scenes/physics_spike.tscnmust print "SPIKE: overall PASS"; grab:godot-mono --headless --path . scenes/grab_spike.tscnmust print "GRAB: overall PASS". Both PASS as of this handoff. Headless asset import:godot-mono --headless --import. - Engine logs:
~/.local/share/godot/app_userdata/VR Messs/logs/godot.log— read after user playtests instead of guessing. - Docs rules (project's #1 failure mode): only the local pinned 4.7 docs at
/home/foxyz/Projects/Games/.shared/godot-docs-4.7(full manual + class ref in.rst; rg it). Web fallback onlyhttps://docs.godotengine.org/en/4.7/...— version goes IN the URL, never/latest/. NEVER trust training-memory API names. Known traps:AudioStreamWAVisAudioStreamWavin C#; collision layer/mask live onCollisionObject3D, NOTCollisionShape3D;SkeletonIK3Dis deprecated in 4.7. If docs and compiler disagree, grep the shipped/usr/lib/godot-mono/GodotSharp/Api/Debug/GodotSharp.dll.
3. Current systems (scripts/)
- Main.cs — OpenXR startup: finds
OpenXRInterface,UseXR, VSync off, VRS XR mode; wires session signals (begun/visible/focussed/stopping/PoseRecentered→ re-emitted as C# signals FocusLost/FocusGained/PoseRecentered). On session begin: picks highest refresh rate ≤MaximumRefreshRate(export, 90) and setsEngine.PhysicsTicksPerSecondto it. Pauses tree on focus lost. No OpenXR → flat preview fallback (PushWarning, scene still runs). - Locomotion.cs — locomotion manager. Spawn anchoring ONCE on first
FocusGained(HMD xz toSpawnPoint+ spawn yaw; real head height and pitch kept —PlacePlayerpins arrival height).PoseRecenteredis deliberately IGNORED for placement (WiVRN spams it at ~90 Hz; logged once). Teleport: aim + trigger edge, fade to black 0.12 s in / 0.25 s out, near markers withinMarkerNearDistance(1.2 m) hide fully (disc/beam/label) and are not targetable. Lasers viaUpdatePointer: shown only when aiming at something interactive (marker or panel) AND beyondLaserMinDistance(0.35 m). Also builds the stylus pointer tip per controller.ReturnToSpawn()is public (panel Spawn knob calls it). - AnchorMoveMode.cs — grab-world movement, ANCHOR semantics. One-hand grip moves the player
OPPOSITE to hand motion (full 3D); both grips = anchor translation + in-place yaw turn around the
head. Grip is suppressed while that hand prop-grabs (
PropGrabber.IsGrabbing) or the panel is near (WorldPanel.IsBlocking). All deltas and turn pivots in WORLD space (tracking-space math made turns orbit the map center — do not regress). DrivesXROrigin3Ddirectly. - PhysicsHands.cs — physical palm bodies chasing the controller poses: 0.4 kg boxes (flat slab,
thumb-side face), gravity off, CCD, layer 4 (player hands)/mask 1|4 — NOT colliding with the
chest (layer 3), excluded both ways. Chase = desired velocity
(target-pos)/dtforce-clamped toHandMaxForce90 N; rotation hard-locked by setting angular velocity to the controller's rotation error (clamped to 120 rad/s). Safety: stuck (> 0.2 m for 1 s) → snap + log; >SnapDistance2 m → silent teleport snap — BOTH SUSPENDED for a hand whilePropGrabber.IsGrabbing(controller)(a joint legitimately holds the hand back; teleporting a jointed hand yanks the prop — the grabber's grip break runs first instead, rip at 0.8 m). Hand ghosts: translucent palm boxes shown at the controller pose when the physical hand lags0.1 m — ghosts belong to the HANDS, not props. Static
GetBody(controller)lookup used by grabber and rig. - PropGrabber.cs — grab v5.3: SOLVER-OWNED RIGID WELD via a LOCALLY PATCHED addon (needs
research/godot-box3d-weld.md+ the v5.2 history inresearch/vr-two-handed-grab.md— the pin joint's hidden spring targets IDENTITY and made every earlier iteration a "winch": point constraint + rotator, which the owner rejected as not-how-grab-works: ball orbiting the palm, anvil surface drifting under the palm). Grip edge grabs nearest prop in group "prop" from palm point (GrabRadius0.16 m, fallback hand centerCenterGrabRadius0.12 m) — palm-proximity only. On grab: creates aConeTwistJoint3D(mapped by the patch to Box3D'sb3WeldJoint) parented under PropGrabber, NodeA = physical hand body, NodeB = prop,SwingSpan = 0,TwistSpan = 0,Position= palm point,ExcludeNodesFromCollision = true. The weld LOCKS THE RELATIVE POSE AT CREATION (the patch pre-corrects frame B with both bodies' rotations — no identity-target snap). Configure Position + NodeA + NodeB + spans + bias BEFOREAddChild— mandatory ordering (configuring after raced Box3D and produced dead joints). NO script forces/torques/damp anywhere — v5.2's whole servo (PD, gravity joints) — v5.2's whole servo (PD, gravity feed-forward, MaxHeldSpin, AngularDamp raise) is DELETED; the solver owns everything and weight flows through the weld into the hand's 90 N budget honestly. NO per-tick joint re-positioning — the weld is not a hand-following pivot (moving the node after creation does nothing). BOTH hands weld RIGID (bias 0) — v5.3.1 (the owner rejected the soft secondary: it gave ~10-15 cm, "feels like a joint again"; hand₁+prop+hand₂ rigidly welded is one composite body, and incompatible controller demands resolve through the HANDS lagging, not the object stretching — spike-measured anchors 2–3 mm under full opposite tug). If a future jitter appears under wrist-conflict, reintroducing a soft secondary bias is the fallback. NO promotion machinery — with both welds rigid from grab, takeover is automatic (the survivor's weld simply persists). Grip break: prop-local anchor vs live palm point >GripRipDistance(0.8 m) instant rip;BreakDistance(0.25 m) sustained >BreakTime(0.25 s); both hands >BreakDistanceBoth(0.4 m) breaks two-handed (no promotion on simultaneous break); with a rigid weld these rarely fire — they are the stretch/anomaly safety net; when a two-handed hold releases one hand, the composite rings briefly (~3° peak, decays < 1 s — stored weld stress discharging). NEW escape hatch: hand body lagging its controller beyondPhysicsHands.SnapDistance(2 m) → "grip dragged off" instant break (heavy props can drag the hand since PhysicsHands' snap is suspended while gripping). - PropShop.cs — builds table (StaticBody3D) + spawns prop table from
Specs[](ping pong 2.7 g → anvil 50 kg), Label3D captions, CCD for < 0.1 kg, group "prop".Respawn()= Reset knob. - WorldPanel.cs — prop-UI panel, PARENTED UNDER
XROrigin3D(fixed in player's room; revert = reparent to Main + fix node paths). Summoned/dismissed viaax_button(A/X; menu_button belongs to the runtime). Knobs: Spawn (return to spawn + recall panel in front of head), Ping, Reset (PropShop.Respawn), Close. Panel/knob bodies: CollisionLayer 2, CollisionMask 0 (props pass through); all CollisionShapes disabled while hidden (SetShapesEnabled, deferred). Pointer tip is a 12 cm stylus cone; knobs hover-highlight and PRESS ON CONTACT (tip within 4.5 cm, 400 ms cooldown) — physical buttons; trigger still presses laser-hovered knobs. Click = code-generatedAudioStreamWavPCM (no asset). Draggable direct or via laser at fixed ray distance, re-orients toward head while gripped.IsBlocking(controller)(within 0.45 m) makes Locomotion defer grab/teleport;IsPanelCollider(node)identifies interactive colliders for lasers. - TeleportMarker.cs —
scenes/teleport_marker.tscn: disc + beam + Label3D, group "teleport_marker", StaticBody pick box.SetNearhides visuals,SetHighlightedswaps colors. - PhysicsTorso.cs — the player's PHYSICAL CHEST (body-physics Stage 1, implemented 2026-10-01).
One RigidBody3D box (0.22×0.5×0.13, 30 kg, gravity off, CCD, contact monitor), chase-driven
toward an HMD-derived target: target = head − 6 cm back + torso-yaw basis·(0, −0.42, +0.06)
ReachOffset(fed by BodyRig's reach budget). Linear drive = the PhysicsHands pattern at body mass (force-clamped PD,MaxForce2400 N ⇒ 80 m/s²,MaxSpeed6 m/s). Orientation = slewed angular-velocity servo toward the yaw target (Kp 20 rad/s per rad, spin cap 10 rad/s, alpha cap 150 rad/s²) — self-rights when shoved, holds yaw.SnapDistance2 m snap safety covers teleports. Camera stays KINEMATIC — the torso chases the head, never the reverse (Boneworks sickness lesson). Yaw spring (HMD + hands blend) MOVED here from BodyRig. Collision: layer 3 (player body), mask 1|3 — props/floor touch it, own hands do NOT (hands moved to layer 4; excluded both ways — no self-collision, VRChat/Nimso precedent). Owns its torso mesh (hidden until the body first arrives at target). Spike:scenes/body_spike.tscnmust print "BODY: overall PASS" (pair-rule proofs: one-way floor contact, hand-through-chest exclusion, prop-contact two-way; track/yaw/impact/snap/ self-right asserts).
- BodyRig.cs — placeholder rig VISUALS only now (v1.3): head cube (HMD-driven), 2-bone
analytic arms (soft IK 0.98, pole as before), shoulders derived from the PhysicsTorso BODY
pose (+ ShoulderRise 0.25, ± body X). The torso mesh and the torso yaw spring moved into
PhysicsTorso; BodyRig computes the reach budget (hysteresis unchanged) and feeds it to
PhysicsTorso.ReachOffset. Hidden until calibrated. - GrabSpike.cs +
scenes/grab_spike.tscn— headless grab regression (v5.3): a hand stand-in (0.4 kg body,HandMaxForce90 N chase) grabs a 1 kg prop via ConeTwist weld (server type verified, configure-before-AddChild); drag 2 m + 360° fast-spin sub-phase — asserts RIGID relative pose (grab-rotation error < 2° drag / < 3.5° spin, anchor separation < 1 cm — the winch/orbit regression; 2° is the gravity-on floor for an off-center grab, don't tighten below that); two-handed phase (second weld soft, bias 0.3): primary anchor < 1 cm rigid under full tug, tug give bounded < 0.25 m (recovers), follow-regime anchor < 0.05 m; then primary releases, survivor weld recreated rigid (takeover) and rigidity re-asserted. Reach-timeout guards; must pass 3× in a row (never accept flaky). - WeldSpike.cs +
scenes/weld_spike.tscn— regression for the PATCHED ADDON itself: two bodies welded via ConeTwistJoint3D (bias 0 rigid, then bias 0.5 soft); asserts relative-pose rigidity under torque/force (rot < 2°, sep < 1 cm), bounded excursion + full recovery for the soft weld. Run this FIRST whenever the addon binaries change. - BodySpike.cs +
scenes/body_spike.tscn— headless regression for the physical torso: pair-rule proofs on Box3D (one-way floor contact; hand-config body passes through the chest with the chest undisturbed; prop-config body transfers contact), then track (walk pattern, error < 6 cm), yaw (90°/1 s turn: peak < 15°, settled < 4°), impact (5 kg at 3 m/s: dip < 0.2 m, recovers < 2 cm, never tunnels, rebounds), teleport snap, self-right (< 3° after a pitch impulse). Must print "BODY: overall PASS" 3× deterministic.
Research (research/): seven full sourced reports — vr-arm-ik.md, vr-arm-ik-deep.md,
vr-grabbing.md, vr-two-handed-grab.md (grab v5.0→5.2 history + the verified Box3D pin
joint internals + dated CORRECTION section), godot-box3d-weld.md (the addon patch: weld
mapping, param table, build recipe, risks), vr-body-physics-hugs.md (player-body physics +
hug prior art: Boneworks' one-powered-body lesson, active-ragdoll recipes, hug = wrap +
mutual force + reactivity; phased design), vr-body-physics-godot.md (verified Box3D
capabilities: no Generic6DOF, hinge VELOCITY motors work, PD-follow proven by the hands).
READ these before re-researching those topics or changing the grab/IK/body implementations
— they carry the reasoning behind the current designs. Stink-O's box3d-godot (custom components, 8 joint types) remains the documented
plan-B if the patched-wrapper path is ever abandoned (owner pointed at it; adopting it means
leaving the standard RigidBody3D stack).
Scene wiring (scenes/main.tscn): Main → WorldEnvironment, Sun, Floor, XROrigin3D (XRCamera3D,
LeftHand, RightHand, WorldPanel), SpawnPoint, 3 TeleportMarkers, Locomotion, AnchorMoveMode,
PropShop, PropGrabber, PhysicsHands, PhysicsTorso, BodyRig, FadeLayer/Fade. Action map: openxr_action_map.tres.
Floor StaticBody scans layer 3 (collision_mask 13).
4. Architecture decisions that must not regress
- World-space grab/turn math: all grab deltas and two-hand turn pivots computed in WORLD space. Tracking-space math made two-hand turns orbit the map center. Do not regress.
- Box3D PinJoint3D quirks (grab history v5.0–v5.2): Box3D's PinJoint3D is a TRUE ball joint
with ANCHORS CAPTURED AT CREATION (not vanilla Godot origin-pinning). The joint node's
position is READ EVERY TICK (re-setting
GlobalPositioneach tick = hand-following pivot). Its hidden rotational spring (hertz = bias × 30) targets IDENTITY — aligns the two bodies' world orientations, uncapped, hits both bodies; that was the root of the v5.0–v5.2 grab misbehavior (see the CORRECTION section ofresearch/vr-two-handed-grab.md). The positional (point-to-point) tuning (engine default 60 Hz/ζ2.0 clamped to 0.25×tick) is NOT reachable from the wrapper. IMPULSE_CLAMP is a warned no-op. - Box3D WeldJoint via the local patch (grab v5.3 lives on it): the patch maps Godot's
ConeTwistJoint3D →
b3WeldJoint, PRE-CORRECTING frame B with both bodies' rotations so the weld locks the relative pose at creation. Bias semantics are INVERTED vs the pin joint: bias 0 = MAX stiffness (rigid), bias 0.3 = 9 Hz give. Swing/twist spans > 0 and softness/relaxation are warned no-ops (the weld has no limits). The weld is NOT a hand-following pivot — moving the joint node after creation does nothing, and none is needed. Only the Linux binary is patched (bin-stock/holds originals;.vendor/the source, patch, and rebuild recipe). Pin/hinge/slider paths untouched — grab v5.2.1 remains runnable as fallback (git history). Stink-O's box3d-godot (custom components, more joint types) is the plan-B. - Collision layers: 1 = world, 2 = UI. Panel/knob bodies are layer 2 mask 0 (props pass through
the menu); 1 = world+props, 2 = UI, 3 = player body (chest), 4 = player hands — chest↔own
hands excluded BOTH ways (no self-collision; props mask 1|3|4, floor mask 1|3|4, hands 4/1|4,
chest 3/1|3). Layers/masks live on
CollisionObject3D, neverCollisionShape3D. The body_spike proves the pair rules on Box3D. - Ghosts belong to hands, not props — the whole arm gets a ghost later.
- Standard-RigidBody3D-only for scene objects and tracked bodies, so the Jolt fallback stays lossless.
pose_recenteredis never used for placement — WiVRN fires it continuously (~90 Hz); reacting to it was the original view-locked-forward bug.- Panel parented under
XROrigin3D(deliberate feel); grip thresholds polled as Floats (0.6), bool actions unreliable across runtimes.
5. Known issues / open questions
-
AnchorMoveMode NEEDS FIXING (owner playtest report, 2026-10-01) — two-hand turning is NOT working as intended (not 2-anchor based) and simultaneous two-hand movement acts weird. NOTE before fixing: owner is considering replacing grab-locomotion with physics thumbstick movement if the body-physics track lands (Nimso-style) — see next-steps item about the locomotion decision; don't over-invest in anchor-loco until that's decided.
-
Teleport + lasers are BROKEN — owner report; both were experiments anyway and are NOT current issues. Locomotion.cs's marker/laser machinery may be resurrected or deleted when the locomotion direction is decided; WorldPanel's laser-hover knobs still reference the laser system, so a deletion needs that decoupling first.
-
Locomotion direction undecided — owner's lean: full physics thumbstick movement if the body track goes the Nimso way (stick pushes the physics body; sway/jog detection class of solutions). Anchor-grab locomotion was a scene-viewer-era design; the fix-or- replace decision rides on the body-physics track outcome.
-
Project direction note (owner, 2026-10-01) — initially a scene viewer; messing with physics made gameplay-first a live possibility (scene viewer second). NOT decided — hinges on whether the body-physics track works painlessly. Affects prioritization only; nothing to change in code/docs until decided.
-
Grab v5.3.1 — VALIDATED in-headset (owner: "it just works") — the grab saga is closed. Solver-owned rigid weld via the locally patched addon (ConeTwistJoint3D → b3WeldJoint), rigid two-handed, takeover automatic. Headless: grab/weld/physics spikes all PASS 3×. Known honest physics, not bugs: ~1.2° elastic sag on off-center grabs under gravity (lever-dependent, mass-independent), brief ~3° ring when one hand of a two-handed hold releases, and a heavy prop genuinely strains/drags the 0.4 kg hand (that IS the weight feel). Angular hold strength on heavy props one-handed = Box3D's solver stiffness floor (0.25×tick clamp ≈ 22.5 Hz at 90 Hz) — the documented next lever is raising
Engine.PhysicsTicksPerSecondabove the refresh rate (global experiment, only with owner go-ahead). -
Hand reaction / weight-through-hand — restored for real in v5.3: the weld transmits prop weight/forces through the solver into the 0.4 kg hand's 90 N chase budget. Validate the heft in-headset.
-
Palm offset signs (left +, right −) are taste choices — flip if grabs feel mirrored.
-
Near-extension arm shake should be fixed by soft IK (
SoftIKFactor0.98) — unvalidated in-headset; lower toward 0.95 if shake persists. -
One-frame arm jumps on hand-body snap/teleport (stuck snap, SnapDistance, teleport).
-
IK research applied except anything marked open in
research/vr-arm-ik*.md. -
Hand tracking spike not started (
XRHandTrackerthrough WiVRN, seeopenxr_hand_tracking.rst). -
Head cube front face can peek at extreme down-angles (bump
HeadBackOffsetif it bothers). -
Real character model: import pipeline owned elsewhere (consumes Skeleton3D + AnimationPlayer). Migration path for IK:
SkeletonIK3Ddeprecated in 4.7 → customSkeletonModifier3D(_process_modification_with_delta) with our own analytic 2-bone solve (no built-in supports an elbow pole) +LookAtModifier3Dfor head→neck look distribution (head authoritative, neck cosmetic, stacked above head's). HL:Alyx shipped hands-only deliberately (arms mislead without proprioception) — keep arms cheap and honest.
6. Tuning knobs
| Constant | File | Value | Controls |
|---|---|---|---|
HandMaxForce |
PhysicsHands.cs | 90 N | hand chase force; also used by GrabSpike stand-in |
HandMass |
PhysicsHands.cs | 0.4 kg | hand body mass |
HandMaxSpin |
PhysicsHands.cs | 120 rad/s | hand rotation-lock clamp |
StuckDistance / StuckTime |
PhysicsHands.cs | 0.2 m / 1.0 s | stuck snap (logged) — SUSPENDED while that hand grips |
SnapDistance |
PhysicsHands.cs | 2 m | silent teleport snap of hand body — SUSPENDED while that hand grips |
GhostLagDistance |
PhysicsHands.cs | 0.1 m | when the hand ghost shows |
RigidWeldBias |
PropGrabber.cs | 0 | weld bias for BOTH hands (v5.3.1): 0 = MAX stiffness (rigid) — INVERTED vs pin-joint bias semantics; raise only as a fallback if two-handed wrist-conflict jitters |
GripRipDistance |
PropGrabber.cs | 0.8 m | instant release, no timer (checked before the break timer) |
BreakDistance / BreakTime / BreakDistanceBoth |
PropGrabber.cs | 0.25 m / 0.25 s / 0.4 m | grip break: sustained anchor separation (single hand) / both-hands threshold |
GrabRadius / CenterGrabRadius |
PropGrabber.cs | 0.16 m / 0.12 m | palm-point / hand-center grab range |
PalmGrabOffset |
PropGrabber.cs | ±0.045 m along hand +X (left +, right −) | grab point on the palm (taste choice) |
| Grip/trigger thresholds | several files | 0.6 | polled Float edges |
SoftIKFactor |
BodyRig.cs | 0.98 | shoulder→hand distance clamp before IK solve (lower toward 0.95 if shake persists) |
PoleHandWeight / PoleSmoothRate |
BodyRig.cs | 0.25 / 10 | elbow pole: hand-forward push / exp smoothing |
TorsoYawHandsWeight / TorsoYawForwardness / TorsoYawSmoothRate |
PhysicsTorso.cs | 0.6 / 0.3 m / 12 | torso yaw spring: hands blend / forwardness normalizer / exp smoothing (≈200 ms) |
TorsoMass / MaxForce / MaxSpeed |
PhysicsTorso.cs | 30 kg / 2400 N / 6 m/s | chest chase budget (force-clamped PD) |
OrientKp / OrientMaxSpin / OrientMaxAlpha |
PhysicsTorso.cs | 20 / 10 rad/s / 150 rad/s² | chest orientation servo (yaw hold + self-right) |
SnapDistance |
PhysicsTorso.cs | 2 m | chest teleport snap safety |
armTotal |
BodyRig.cs | clamp(0.46×headHeight, 0.5, 0.72) | total arm length, 50/50 split |
ReachPushSpeed / ReachDecaySpeed |
BodyRig.cs | 0.8 / 0.4 m/s | torso lean toward / back from overreach |
ReachDecayFactor |
BodyRig.cs | 0.92 | hysteresis band (decay only below 92% of reach) |
ReachBudgetMax |
BodyRig.cs | 0.25 m | horizontal torso offset clamp |
ReachVerticalMin/Max |
BodyRig.cs | −0.05 / +0.12 m | vertical torso offset clamp (stops upward oscillation) |
HeadBackOffset / TorsoBackOffset / TorsoDrop |
BodyRig.cs | 0.06 / 0.06 / 0.42 m | keeps boxes out of the view |
LaserMinDistance |
Locomotion.cs | 0.35 m | laser hidden nearer than this (tip touch instead) |
MarkerNearDistance |
Locomotion.cs | 1.2 m | near markers hide + become untargetable |
| Fade times | Locomotion.cs | 0.12 s in / 0.25 s out | teleport fade |
PressContactDistance / PressCooldownMs |
WorldPanel.cs | 0.045 m / 400 ms | knob press on contact |
DirectGrabRadius / TipHoverRadius / TipLength |
WorldPanel.cs | 0.45 / 0.07 / 0.12 m | panel grab / tip hover / stylus reach |
MaximumRefreshRate |
Main.cs | 90 | physics tick = chosen refresh rate |
7. Next steps (in order)
- Full physics body track — Stage 1 (chest body) IMPLEMENTED, validate in-headset —
PhysicsTorso.csis live: chase chest (30 kg, 2400 N), yaw spring moved in, collision layers reworked (3 = body, 4 = hands, no self-collision). Owner playtests: chest contact with props (lean a crate on it, catch the bowling ball against it), shove response (props push the chest, it recovers — camera never moves), turn following (torso lags head naturally), weight feel. Hug testing on props as agreed. Headless:body_spikePASS 3×; all other spikes still PASS 3×. Stage 2 (arm chains, hierarchical budgets, Nimso/Boneworks tier) awaits Stage-1 feel verdict — seeresearch/vr-body-physics-hugs.md§5/§7 +research/vr-body-physics-godot.md. Tuning knobs live in HANDOFF §6 (PhysicsTorso rows); first levers if feel is off:MaxForce(gives more/less),OrientKp(torso yaw stiffness). - Locomotion decision — owner report 2026-10-01: two-hand anchor turning broken (not 2-anchor based), simultaneous two-hand movement acts weird, teleport + lasers broken (experiments, not current issues). Owner's candidate replacement: physics thumbstick movement if the body track lands. Fix-or-replace rides on item 1's outcome; teleport/ laser machinery gets resurrected-or-deleted with it (WorldPanel's laser-hover knobs must decouple first if deleted).
- Grab points on special objects — grab is palm-proximity to the prop origin today;
special objects may want authored grab anchors (see
research/vr-grabbing.mdtaxonomy). - Physical torso/head capsules — folded into the body-physics track (item 1): the torso chase body IS the capsule replacement; head/body colliders join it in the same stage.
- Hand tracking spike —
XRHandTrackerthrough WiVRN; controller tip and fingertip must feed the same cursor concept (interaction must not assume controllers). - Neck/head look system —
LookAtModifier3Dhead→neck distribution (needs a real skeleton). - EMBODYING — view-follow + avatar remapping (chest calibration transform); experiments only after head/neck look override exists. Theory until proven.
- UI milestone — deliberate full action-map pass + SubViewport/composition-layer decision for dense screens (at most ONE such screen; everything else stays props).
8. Working agreements
- Read
AGENTS.mdfully before working; it overrides this file where they differ. - Agent-orchestration workflow: the orchestrator delegates to subagents and reviews their output.
- Escalation channel: the owner has a smart external agent for hard problems/number crunching — the orchestrator says so when stuck or when a problem exceeds its own capability, and the owner forwards. It starts with ZERO project context, so problem statements must be fully self-contained (constants, constraints, desired output; no repo references). Likely first candidates: per-joint PD gain derivation for the hierarchical muscle budgets; Box3D stiffness-clamp vs physics-tick-rate math.
- The USER playtests in VR and reports feel — nothing "works" until the owner confirms in-headset.
- Engine logs (
~/.local/share/godot/app_userdata/VR Messs/logs/godot.log) are the diagnosis source after playtests — read them instead of guessing. - Spikes are cheap and throwaway; a failed experiment is progress, not rework.
- No GDScript-only addon dependencies (Godot XR Tools is reference-only); C# everywhere.