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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-box3d GDExtension (bearlikelion server-replacement, v0.2.6); setting physics/3d/physics_engine="Box3D Physics". Exactly ONE .gdextension file 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 in addons/godot-box3d/bin-stock/; source + rebuild recipe + patch in .vendor/ (.vendor/box3d-weld.patch, .vendor/godot-box3d/, see research/godot-box3d-weld.md) — only the Linux binary is patched; Windows/macOS binaries are stock (ConeTwist still errors there until rebuilt). Second patch (2026-10-02): Generic6DOFJoint3D → Box3D ball (spherical, cone/twist limits, torque-capped motor = MUSCLE) / weld / drive (motor joint) — fork branch generic-6dof-joint, .vendor/box3d-generic-6dof.patch, details + C# muscle recipe in research/godot-box3d-6dof.md. Spring stiffness/damping are Box3D Hz/ratio. 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: godot-mono --headless --fixed-fps 90 --path . scenes/<spike>.tscn (--fixed-fps 90 runs physics faster than real time at the real 90 Hz tick — the 49-scenario collapse spike takes seconds instead of minutes). Spikes and their pass lines: physics_spike "SPIKE: overall PASS", weld_spike "WELD: …", grab_spike "GRAB: …", body_spike "BODY: …", collapse_spike "COLLAPSE: …", arm_spike "ARM: overall PASS", sixdof_spike "6DOF: overall PASS" (run FIRST with weld_spike whenever the addon binary changes), truebody_spike "TRUEBODY: overall PASS" (no physics; plain --headless), menu_spike "MENU: overall PASS" (in-VR menu input injection, no XR). All nine PASS as of this handoff. Fresh checkout / new worktree: run godot-mono --headless --import FIRST (it may segfault at exit — harmless) — without .godot/extension_list.cfg the Box3D extension silently doesn't load, Godot falls back to its default physics and weld/grab/arm/6dof spikes report CHECK. 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 only https://docs.godotengine.org/en/4.7/... — version goes IN the URL, never /latest/. NEVER trust training-memory API names. Known traps: AudioStreamWAV is AudioStreamWav in C#; collision layer/mask live on CollisionObject3D, NOT CollisionShape3D; SkeletonIK3D is 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 sets Engine.PhysicsTicksPerSecond to 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 to SpawnPoint + spawn yaw; real head height and pitch kept — PlacePlayer pins arrival height). PoseRecentered is 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 within MarkerNearDistance (1.2 m) hide fully (disc/beam/label) and are not targetable. Lasers via UpdatePointer: shown only when aiming at something interactive (marker or panel) AND beyond LaserMinDistance (0.35 m); for the menu the beam length comes from WorldPanel.TryGetLaserDistance (beam only while that hand is in LASER mode — a hand touching the menu shows no beam); the beam starts at the stylus tip (LaserStart 0.12 m) and ends at the hit. Also builds the stylus pointer tip per controller. ReturnToSpawn() is public (menu "Return to spawn" 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). Drives XROrigin3D directly.
  • 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)/dt force-clamped to HandMaxForce 90 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; > SnapDistance 2 m → silent teleport snap — BOTH SUSPENDED for a hand while PropGrabber.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 lags

    0.1 m — ghosts belong to the HANDS, not props. Static GetBody(controller) lookup used by grabber and rig. The chase target passes through PhysicsArms.ConstrainHand first (arm coupling); the stuck snap is also suspended while that coupling is active.

  • PropGrabber.cs — grab v5.3: SOLVER-OWNED RIGID WELD via a LOCALLY PATCHED addon (needs research/godot-box3d-weld.md + the v5.2 history in research/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 (GrabRadius 0.16 m, fallback hand center CenterGrabRadius 0.12 m) — palm-proximity only. On grab: creates a ConeTwistJoint3D (mapped by the patch to Box3D's b3WeldJoint) 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 BEFORE AddChild — 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 beyond PhysicsHands.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() = menu "Reset props".
  • WorldPanel.cs — the in-VR MENU (2026-10-02; replaced the chunky 3D knob panel). XR glue only: PARENTED UNDER XROrigin3D (fixed in player's room; revert = reparent to Main + fix node paths). Summoned/dismissed via ax_button (A/X; menu_button belongs to the runtime), appears SummonDistance 0.3 m in front of the summoning hand facing the head; grip-drag direct (hand within DirectGrabRadius 0.45 m) or along the laser at fixed ray distance, re-orients toward the head while gripped; "Return to spawn" recalls it HeadRecallDistance 0.45 m ahead / 0.12 m below the head. Feeds both controllers (ray = -Basis.Z, trigger, primary stick; a hand dragging the panel doesn't point) into MenuScreen every frame, wires MainMenu events (deferred) to Locomotion.ReturnToSpawn, PropShop.Respawn, ping tone, close; synthesized click + ping (AudioStreamWav PCM, no asset), haptic tick ("haptic" action) on press. IsBlocking(controller) (hand within 0.45 m of the shown panel) makes Locomotion/AnchorMoveMode defer grab/teleport; IsPanelCollider(node) = the screen's StaticBody (layer 2, mask 0, props pass through; shapes disabled while hidden); TryGetLaserDistance(controller) drives the laser beam.
  • MenuScreen.cs — generic "Control UI on a 3D panel" + the touch-first hybrid cursor, input-agnostic (spike drives it without XR). SubViewport 960×640 (Disable3D, MSAA 2D 4×, update Always while shown / Disabled while hidden) on an explicit-UV quad 0.36×0.24 m (unshaded, linear filter — viewport textures have no mipmaps, resolution chosen ≈ 1:1 with headset pixels at ~45 cm) + backing frame + StaticBody. Per hand, in panel-local space (analytic plane math, no raycast): TOUCH if the stylus tip (TipLength 0.12 m ahead) is over the panel (+1.5 cm edge margin) between HoverDepth 6 cm in front and PushThroughDepth 8 cm behind, controller in front — press when the tip crosses ContactDepth 0.6 cm FROM ABOVE (armed only by hovering in front: sideways/behind entry never presses), release past ReleaseDepth 1.8 cm; else LASER if the ray hits the panel from the front — trigger rising edge presses, release on trigger up (trigger state tracked even while hidden/reset, so a held trigger never clicks). One mouse per viewport → one OWNER hand: the hand holding a press keeps it; else the touching hand (smallest depth); else the previous laser owner; else any laser hand. Owner change / leaving the panel releases the button at the last position (Godot then cancels the click, like dragging off a button). Injection: Viewport.PushInput(InputEventMouseMotion{Position, Relative, ButtonMask}, true) on cursor move, InputEventMouseButton{Left} on press/release, NotifyMouseEntered/Exited on owner gain/loss; owner's stick Y beyond 0.3 → wheel notches at 14/s (WheelUp/Down, press + release). Cursor dot per hand (touch: blue, shrinks as the tip nears; laser: orange; non-owner half-transparent). Buttons fire on release (Godot default) = tap semantics. Swipe vs tap (owner: scrollbar too small to grab, 2026-10-02): a touch landing on a vertically scrollable ScrollContainer (found by walking up from GuiGetHoveredControl(); a Range — slider/scrollbar — on the way keeps the immediate press) is held back. Tip travel

    SwipeThreshold 16 px (~6 mm) before release = swipe: ScrollVertical follows the tip, release flings (velocity smoothed at 30/s, decay FlingDecay 5/s, stops below 30 px/s or at an end), and NO click is sent. Released sooner = tap: motion + press + release sent together at the contact point. While held back, mouse events carry no button mask. Stylus: touch point = TipLength 0.11 m along the aim ray, drawn by Locomotion.MakeTip as a cone from StylusBase 0.06 (front of the 12 cm hand box) to exactly that tip. Haptics (MenuScreen.Haptic(hand, amplitude, seconds) → TriggerHapticPulse): press (PointerPressed), hover onto a new enabled button/slider/tab bar 0.12, click release 0.25, slider every 1/20 of range, swipe every 48 px, wheel notch.

  • MainMenu.cs — the menu content (PanelContainer, built in code, own Theme: 26 px font, 64 px buttons ≈ 24 mm, round 36 px slider grabber, wide scrollbar, hover/pressed styles, no focus boxes). Header: title, FPS (4 Hz), Close. Tabs: Player (Return to spawn, Recalibrate body), World (Reset props, Ping sound), System (click volume slider, Close menu, scrollable log). Calibration contract: "Recalibrate body" calls Call("Recalibrate") on GetTree().GetFirstNodeInGroup("calibration") if it HasMethod("Recalibrate"); otherwise the button is disabled with "Not available" (re-checked on summon and at 4 Hz). The menu never creates that node — Calibration.cs (main.tscn) provides it. Button actions are C# events invoked via CallDeferred (never from inside the injected input event). Log(line) appends to the System log (last 40).
  • MenuSpike.cs + scenes/menu_spike.tscn — headless menu regression without XR: MenuScreen + MainMenu on a tilted panel; asserts pixel mapping round trip, touch path (hover, contact press, Return-to-spawn fires once while the other hand idles as a laser = arbitration), side entry behind the surface does NOT press, laser + trigger (tab switch, Reset props, laser distance), held trigger arriving does NOT click, touch tab switch, laser slider drag, thumbstick scroll of the log, touch swipe scrolls with no click, fast swipe flings, a jittery tap on a button inside the log still clicks, the scrollbar itself still drags, Recalibrate disabled without / enabled + called with a stub "calibration" node, header Close by touch. Must print "MENU: overall PASS".
  • TeleportMarker.cs — scenes/teleport_marker.tscn: disc + beam + Label3D, group "teleport_marker", StaticBody pick box. SetNear hides visuals, SetHighlighted swaps colors.
  • PhysicsTorso.cs — the player's PHYSICAL CHEST (body-physics Stage 1). Implemented 2026-10-01; the first playtest's NaN collapse is root-caused + fixed (servo math, see §5). 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 PhysicsArms' reach budget). Linear drive = the PhysicsHands pattern at body mass (force-clamped PD, MaxForce 2400 N ⇒ 80 m/s², MaxSpeed 6 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. SnapDistance 2 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.tscn must 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).
  • PhysicsArms.cs — body-physics Stage 2: physical arm segments (2026-10-02). Per side an upper-arm (2.0 kg) and forearm (1.2 kg) RigidBody3D box, gravity off, CCD, layer 5 (player arms) / mask 1 — collide with world + props, never with the own chest, hands or each other. NO joints (Box3D has no usable 3-DOF shoulder/wrist joint — PinJoint's identity spring, no Generic6DOF — and AGENTS.md forbids joints between tracked bodies): each segment PD-chases its analytic 2-bone IK pose, solved EVERY PHYSICS TICK from the PHYSICAL chest shoulders to the PHYSICAL hand bodies (IK moved here from BodyRig: soft IK 0.98; elbow picked on its circle as an ANGLE around the arm axis relative to a torso-frame down/back/out reference: 85% of the angle the HAND suggests — the forearm continues behind the wrist along the CONTROLLER's (aim pose) forward axis, not the physics palm's, so a palm fighting contact can't swing the elbow — clamped to ±110° (never through the inward/up side) and rate-limited to 6 rad/s (no 180° flips; spike: 1.8 cm/tick max vs 13.8 unclamped); capped at max(shoulder, wrist) + 5 cm height). Hierarchical budgets (Nimso muscle model) from BodyMassStat 60 kg: hand 90 N ≺ forearm 180 N ≺ upper arm 360 N ≺ chest 2400 N. Orientation = slewed angular-velocity servo via BodyMath.RotationError; segment roll follows the body's current X axis (no flips). Safety: 1 m snap (teleports), ResetIfNonFinite. Also owns calibration (arm lengths + shoulder width from first head height > 0.5 m; segments spawn then) and the torso LEAN toward overreaching hands → PhysicsTorso.ReachOffset, computed OPEN-LOOP from PhysicsTorso.NominalTarget/TargetBasis (the head-derived pose without the lean). The old closed loop (lean from the body's own shoulders) made the chest hunt back and forth — owner-reported, spike-measured 1.1 m/s → 0.019 m/s after the fix. Props held by a hand get a collision exception with that side's arm segments (SetHeld, called by PropGrabber) — a 180 N forearm shoving a prop welded to a 90 N hand was a fight. Stage 2b hand coupling (ConstrainHand, called by PhysicsHands before chasing): while an arm segment is in contact, the hand may lead the forearm's end by at most HandArmSlack 3 cm — a blocked forearm holds the hand back and the hand ghost shows the controller. Free arms never limit the hand. Fixes the owner's "palm behind the anvil, forearm rests on it" clip (drawn forearm 3.9 cm into the anvil → 0; the collider was always fine at ≤ 6 mm). Exposes Shoulder/Elbow/Wrist/ElbowTarget/WristTarget(side); Elbow = where the two physical segments meet. Spike: scenes/arm_spike.tscn (stretch-beyond-reach chest settle, hug elbows out 0.17 m (old pole: 0.02), held 50 kg anvil stable + forearm out of it, track gap, fast swing, arm pushes a prop with the hand clear, forearm blocked by a bar without tunneling + quiet while pinned, teleport snap, NaN-injection reset, chest undisturbed by own arms).
  • BodyRig.cs — placeholder rig VISUALS only: head cube (HMD-driven) + arm boxes drawn shoulder (PhysicsArms, from the chest body) → PHYSICAL elbow → hand wrist, stretched to stay connected (an obstructed segment shows as a displaced elbow). Hidden until PhysicsArms calibrates. IK, calibration and reach budget moved to PhysicsArms; torso mesh + yaw spring live in PhysicsTorso.
  • Calibration.cs + BodyProfile.cs (body step 1, 2026-10-02) — ONE-TIME T-POSE CALIBRATION (owner design: VRChat-FBT-like, persists, forced on launch if missing). BodyProfile = the player's real metrics (eye height, stature = eye/0.936, shoulder half-width = 0.1295·stature, shoulder drop below the eyes, upper arm/forearm in the 0.186:0.146 Winter split, stored 1.5 cm SHORT so the real elbow never locks first). Prefs stores it in prefs.json next to the executable (editor builds incl. headless: the project folder) — gitignored, portable (copy the file). Calibration (node in group "calibration", Recalibrate() for the menu) loads it; if missing it shows a head-locked Label3D and runs TPoseDetector: arms level (±8 cm), at shoulder height, symmetric about the head (±10 cm), to the sides (not forward), span 1.0–2.4 m, every point within 3 cm of where the hold began (jitter-proof) for 1 s → measure: arm = (wrist span − shoulder width)/2 − margin. Body systems (PhysicsTorso, PhysicsArms, BodyRig, TrueBody) WAIT for BodyProfile.Current; recalibration rebuilds them. Flat preview (no headset) can't calibrate → no body there (expected). Headless spikes that inject a head use BodyProfile.Estimate(eye); CollapseSpike sets a fixed standing profile (posture never shrinks the body).
  • ArmSolver.cs — the shared analytic 2-bone solve (moved verbatim from PhysicsArms: soft IK 0.98, pole as an angle about the arm axis vs torso-frame down/back/out, 85% controller-forward suggestion read nearest the current angle, ±110° clamp, 6 rad/s, elbow height cap). NEW: minimum reach |upper − fore| + 1 cm (unequal anatomical segments made the law of cosines invalid for hands right at the shoulder).
  • TrueBody.cs (body step 1) — TrueBodySolver: Nimso's TRUE BODY — the derived pose of the real body from head + controllers + profile (trigonometry, not IK): neck pivot 9 cm below / 7 cm behind the eyes (head frame); chest yaw = the HMD/hands yaw spring; chest pitch = crouch lean (crouch measured at the NECK PIVOT so nodding isn't crouching; up to ~43°) + ¼ of head pitch-down; neck base along chest-up/head-up average; pelvis hangs 0.288·stature below the shoulder line through a critically damped 2.5 Hz spring (hip lag/sway, hips kick back in a crouch); MOVING SHOULDER GIRDLE: past 98% reach the shoulder joint travels toward the hand within anatomical limits (out +3/in −2, up +7/down −2, forward +8/back −3 cm) plus a scapulohumeral shrug up to 4 cm overhead; arms via ArmSolver. TrueBody node solves every physics tick and draws a translucent cyan DEBUG SKELETON (TrueBody.ShowDebug) for in-headset judgement. Step 2 (muscle ragdoll) will drive its joints toward this pose. Spike scenes/truebody_spike.tscn.
  • BodyMath.cs — shared servo math. RotationError(target, current) = shortest-arc axis·angle via 2·atan2(|xyz|, W) — the only allowed way to compute servo rotation errors (Quaternion.GetAngle() NaNs at W = 1.0000001, GetAxis() is un-normalized near identity — the Stage-1 collapse). ResetIfNonFinite(body, target, who) — escape hatch run by every driven body (hands, chest, arm segments).
  • CollapseSpike.cs + scenes/collapse_spike.tscn — Stage-1 collapse regression with the full body (chest + arms + hands): 9 solver-stacking scenarios (seated chest in the static table, two-hand-welded 50 kg anvil + the logged grab sequence, real PropShop sweep) + 40 slow-yaw-drift scenarios (the root-cause repro: old code NaN'd 7/40). Must print "COLLAPSE: overall PASS" (49/49).
  • GrabSpike.cs + scenes/grab_spike.tscn — headless grab regression (v5.3): a hand stand-in (0.4 kg body, HandMaxForce 90 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/): nimso-project-tx.md (exhaustive study of Nimso's Project TX player from 82 of his video transcripts in research/sources/nimso-transcripts/ — the design being recreated; read first for body work), vr-physics-rig-hexabody.md (Boneworks/BIMOS rig reference + Box3D native joint mapping), and 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 — builds its MenuScreen/SubViewport/MainMenu children in code), SpawnPoint, 3 TeleportMarkers, Locomotion, AnchorMoveMode, PropShop, PropGrabber, PhysicsHands, PhysicsTorso, PhysicsArms, BodyRig, FadeLayer/Fade (physics order matters: hands → chest → arms, so the arm IK reads this tick's bodies). Action map: openxr_action_map.tres. Floor StaticBody mask 1|3|4|5 (collision_mask 29).

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 GlobalPosition each 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 of research/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. The menu panel body is layer 2 mask 0 (props pass through the menu); 1 = world+props, 2 = UI, 3 = player body (chest), 4 = player hands, 5 = player arms — no self-collision between any own body parts (props/table/floor mask 1|3|4|5, hands 4/1|4, chest 3/1|3, arm segments 5/1). Layers/masks live on CollisionObject3D, never CollisionShape3D. The body_spike proves the pair rules on Box3D.
  • Servo rotation errors only via BodyMath.RotationError — never Quaternion.GetAngle() / GetAxis() (NaN at W = 1.0000001 killed the chest in the first body playtest).
  • No joints between player body parts — arms are chase segments; Box3D can't do a shoulder/wrist joint cleanly (see PhysicsArms).
  • 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_recentered is 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

  • Body Stage 1 chest collapse — ROOT-CAUSED + FIXED (2026-10-01), awaiting owner re-playtest. The first in-headset session NaN'd the chest ("head detaching from the body"). Cause was SCRIPT MATH, not the solver: the orientation servo used Quaternion.GetAngle() = 2*acos(W) (Godot C# Mathf.Acos is unclamped) → NaN when rounding put W at 1.0000001, which a seated still player reaches because GetAxis() (raw xyz when W > 1−1e-6) collapsed the servo gain inside 0.16° and parked the body where a slowly drifting target crosses it. Fixed with BodyMath.RotationError (atan2-based) in torso + hands, plus BodyMath.ResetIfNonFinite escape hatch on every driven body. Deterministic repro + regression: scenes/collapse_spike.tscn (old code 42/49, fixed 49/49). Solver stacking (chest in static table + two-hand-welded 50 kg anvil) was tested and is stable. Full record: research/body-stage1-failure-brief.md (RESOLUTION section). RULE: never use Quaternion.GetAngle()/GetAxis() for servo errors — use BodyMath.RotationError.

  • Body Stage 2 arms — owner playtest 1 (2026-10-02): "works fine for the most part"; reported forearm clipping through a held anvil, chest jitter when stretching one arm, elbows mostly pointing down / unnatural. Fixed: open-loop lean (jitter), hand-driven elbow + height cap, held-prop exceptions. The exact screenshot clip (forearm through the held anvil) was NOT reproduced headless across 3 anvil heights — the drawn forearm is a straight line from the PHYSICAL elbow to the hand wrist, so any elbow below a held object's near edge can still draw through it; re-check in-headset.

  • Body Stage 2 arms — owner playtest 2 (2026-10-02): jitter fixed, elbows "pretty good". Reported: occasional 180° elbow flip → angle clamp + rate limit, elbow now from the controller pose; forearm clipping when RESTING the forearm on the anvil with the palm behind it → measured: collider fine, DRAWN forearm 3.9 cm in (the hand was somewhere a straight forearm can't connect to) → hand coupling. Owner raised max_physics_steps_per_frame to 12–14: harmless but NOT a quality knob (only catch-up ticks); Box3D's solver quality is compiled in (SUB_STEP_COUNT 4 in src/spaces/box3d_space_3d.cpp, contactHertz 30) — the fork could expose them if contact stiffness ever matters.

  • Body Stage 2 (physical arms) — remaining watch-list. Things to watch in the first playtest: elbow drawn displaced when a segment is blocked (that's the honest physics view), arms sweeping props when seated at the table, any stutter at fast swings (spike: ≤ 6 cm joint lag at 2 Hz × 0.4 m). Known gaps by design (Stage 2b, feel-driven): a blocked forearm does NOT hold the hand back, and forces on the arms don't reach the chest — both need a coupling decision (script-side feedback vs joints) the owner should weigh in on after feeling 2a.

  • Arm length was too short (owner, playtest) — the placeholder rig derives arm length from the head height at first frame (×0.46, clamped 0.50–0.72 m). Fix with the ragdoll rebuild: saved calibration profile (stand straight + "arm circles" sphere fit), see research/vr-avatar-arm-length.md.

  • Chest plows table props when seated at the table (props thrown up to ~3.8 m/s by the 2400 N chest). Honest physics; tune by feel.

  • 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. The menu's laser cursor itself lives in MenuScreen (analytic, no raycast); only the drawn BEAM is in Locomotion.UpdatePointer — move the beam drawing along if that file is deleted.

  • In-VR menu (MenuScreen/MainMenu, 2026-10-02) — awaiting owner playtest. Things to check in-headset: text sharpness/shimmer at normal distance (no mipmaps — if it shimmers when far, lower the resolution or try SubViewportCompositionLayer; if blurry up close, raise SizePixels), touch press depth/feel (ContactDepth/ReleaseDepth), accidental presses when reaching through the panel, laser/touch hand-over near the panel, thumbstick scroll direction, swipe threshold/fling feel, the stylus tip vs the drawn cursor dot alignment, and whether 0.3 m summon distance is in reach.

  • 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.PhysicsTicksPerSecond above 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 (SoftIKFactor 0.98) — 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 (XRHandTracker through WiVRN, see openxr_hand_tracking.rst).

  • Head cube front face can peek at extreme down-angles (bump HeadBackOffset if it bothers).

  • Real character model: import pipeline owned elsewhere (consumes Skeleton3D + AnimationPlayer). Migration path for IK: SkeletonIK3D deprecated in 4.7 → custom SkeletonModifier3D (_process_modification_with_delta) with our own analytic 2-bone solve (no built-in supports an elbow pole) + LookAtModifier3D for 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 PhysicsArms.cs 0.98 shoulder→hand distance clamp before IK solve (lower toward 0.95 if shake persists)
PoleHandWeight / PoleSmoothRate PhysicsArms.cs 0.85 / 12 share of the hand-suggested elbow angle (from the controller's forward axis); exp smoothing of the angle
PoleMaxAngle / PoleMaxSpeed PhysicsArms.cs 110° / 6 rad/s elbow angle clamp around the down/back/out reference + rate limit (anti-flip)
HandArmSlack PhysicsArms.cs 0.03 m how far a hand may lead its forearm's end while the arm is in contact
ElbowRiseAllowance PhysicsArms.cs 0.05 m elbow capped at max(shoulder, wrist) height + this (no chicken wings)
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 PhysicsArms.cs clamp(0.46×headHeight, 0.5, 0.72) total arm length, 50/50 split
LeanReachFactor / LeanSmoothRate PhysicsArms.cs 0.95 / 6 per s torso lean starts past 95% reach (open-loop from the nominal chest pose), exp-smoothed ≈170 ms
ReachBudgetMax PhysicsArms.cs 0.25 m horizontal torso offset clamp
ReachVerticalMin/Max PhysicsArms.cs −0.05 / +0.12 m vertical torso offset clamp (stops upward oscillation)
HeadBackOffset BodyRig.cs / PhysicsTorso.cs 0.06 m keeps the head cube out of the view
TorsoBackOffset / TorsoDrop PhysicsTorso.cs 0.06 / 0.42 m chest target below/behind the head
BodyMassStat PhysicsArms.cs 60 kg scales the arm budgets (N/kg below)
ForearmForcePerKg / UpperArmForcePerKg PhysicsArms.cs 3 / 6 N/kg (180 / 360 N) arm segment chase budgets (hand 90 ≺ fore ≺ upper ≺ chest 2400)
ForearmMass / UpperArmMass PhysicsArms.cs 1.2 / 2.0 kg arm segment masses
SegmentMaxSpin / ForearmMaxAlpha / UpperArmMaxAlpha PhysicsArms.cs 40 rad/s / 1500 / 1000 rad/s² arm segment orientation servo caps
SnapDistance PhysicsArms.cs 1 m arm segment teleport snap
ShoulderRise PhysicsArms.cs 0.25 m shoulder height above the chest body center
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
LaserStart Locomotion.cs 0.12 m beam starts at the stylus tip; beam length = hit distance − this
DirectGrabRadius WorldPanel.cs 0.45 m direct grip-drag range + IsBlocking range
SummonDistance / HeadRecallDistance / HeadRecallDrop WorldPanel.cs 0.3 / 0.45 / 0.12 m menu placement on summon (ahead of hand) / on Return to spawn (ahead of + below head)
SizeMeters / SizePixels MenuScreen.cs 0.36×0.24 m / 960×640 menu panel size / SubViewport resolution (~2.7 px/mm)
TipLength MenuScreen.cs 0.12 m stylus tip ahead of the controller = touch cursor
HoverDepth / PushThroughDepth / TouchEdgeMargin MenuScreen.cs 0.06 / 0.08 / 0.015 m touch-cursor zone in front of / behind / around the panel
ContactDepth / ReleaseDepth MenuScreen.cs 0.006 / 0.018 m touch press / release hysteresis
ScrollDeadzone / ScrollNotchesPerSecond MenuScreen.cs 0.3 / 14 thumbstick → wheel scrolling
FontSize / ButtonHeight MainMenu.cs 26 px / 64 px menu text and button size
MaximumRefreshRate Main.cs 90 physics tick = chosen refresh rate

7. Next steps (in order)

  1. Owner playtest of body step 1 — T-pose calibration (forced on first launch; delete prefs.json to redo, or the menu's Recalibrate), arm length should now match; judge the cyan True Body skeleton (shoulders that shrug/reach, crouch lean, hip sway, elbows). Then body step 2 = the muscle ragdoll on the 6-DOF joints.
  2. Owner re-playtest of the body (chest fix + Stage 2 arms) — the Stage-1 collapse is fixed (collapse_spike 49/49); feel is unvalidated in-headset. Read the log after.
  3. 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 (the menu's laser cursor is self-contained in MenuScreen; only its drawn beam lives in Locomotion.UpdatePointer).
  4. 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.md taxonomy).
  5. Body Stage 2b (feel-driven) — after the owner feels the 2a arms: couple obstruction back into the hands (blocked forearm limits the hand) and arm forces into the chest; then head collider. Decide calibration for seated sessions (see §5).
  6. Hand tracking spike — XRHandTracker through WiVRN; controller tip and fingertip must feed the same cursor concept (interaction must not assume controllers).
  7. Neck/head look system — LookAtModifier3D head→neck distribution (needs a real skeleton).
  8. EMBODYING — view-follow + avatar remapping (chest calibration transform); experiments only after head/neck look override exists. Theory until proven.
  9. UI milestone — the ONE SubViewport screen now exists (in-VR menu, MenuScreen); remaining: owner playtest of it, deliberate full action-map pass, fingertip (hand tracking) feeding the same MenuScreen.PointerInput as the stylus, SubViewportCompositionLayer only if sharpness demands.

8. Working agreements

  • Read AGENTS.md fully 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.