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1b - TO TEST - feat: XRI player rig (VR - Player XRI.prefab with XriRig) boots into … - #420
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…the world on the Xri backend: spawn and code teleports with rotation, gravity, walk/sprint/crouch/jump and snap/smooth turn settings; Player.unity and Lab.unity hold both rigs and SetupPlayerController keeps the one of the active backend (HVR phase 1b). No player-visible change on the default Hvr backend. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Description
Phase 1b of the HVR → XR Interaction Toolkit (XRI) replacement: a second player rig on XRI. Default backend stays Hvr, so nothing changes for players unless
DeveloperConfig.VrInteractionBackend = Xri.VR - Player XRI.prefab(XR Origin, CharacterController, camera + controllers with TrackedPoseDriver, locomotion providers: move, snap/smooth turn, jump, teleport, gravity) andXriRig : IVrRig.IVrRig.Teleport) keep the requested rotation.Player.unityandLab.unityhold both rigs;SetupPlayerControlleractivates the rig of the active backend and destroys the other one. On Hvr the HVR player is now activated there too, not by being active in the scene.IVrBackend.OwnsRig, backend registered in DI;Gothic.VR.asmdefreferencesUnity.XR.CoreUtils.Not in this PR: UI/laser, fades (1c), simulator (1d), grabbing (2).
To test
VrInteractionBackend = Xriin your local DeveloperConfig, remember to set it back): game boots into the world, spawn position equals the Hvr one.gototeleport keep the facing direction; falling from a ledge lands you grounded.Test on (delete if irrelevant)
🤖 Generated with Claude Code