6006c5de984a2c00d534d815a5b12b45705d4860
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>
Languages
C#
100%