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1d - XRI simulator for desktop testing, CI build without HVR, docs: physics hands skipped - #426

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JaXt0r merged 3 commits into
engine/hvr-replacementfrom
engine/hvr-replacement-1d
Oct 23, 2026
Merged

JaXt0r merged 3 commits into
engine/hvr-replacementfrom
engine/hvr-replacement-1d

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@JaXt0r

@JaXt0r JaXt0r commented Oct 23, 2026 •

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Merge order: 1a → 1b → 1c → 1d → 2a → 2b → 3a → 3b → 3c, all into engine/hvr-replacement (no stacking). Each branch still contains the commits of the earlier steps, so after the earlier PR is merged the diff of this one shrinks to its own step. Plan: Docs/HVR-replacement/.

Description

Phase 1d: desktop simulator and CI without HVR (needs 1a–1c). Also contains the docs decision: physics hands (5d) are skipped, Phase 5 is on hold, and nothing from UltimateXR is used.

  • XR Interaction Simulator for the Xri backend (EnableVRDeviceSimulator), with an own on-screen key list (F1).
  • Keys: Space jump, X crouch, F sprint, Esc menu, T trigger/UI click, G grip, [ + ] both hands. Gothic keyboard shortcuts only work while the simulator is active. The "T = both grips" shortcut now only exists on Hvr.
  • New CI job buildWithoutHVR (Windows64/Quest/Pico): removes GOTHIC_HVR_INSTALLED and fails if HVR is present. Runs on label pipeline-test-build or pipeline-test-build-xri (alone).
  • Docs: Phase 5 on hold, Phase 6 waits only for Phases 1–4.

To test

  • - Desktop, no headset, backend Xri + EnableVRDeviceSimulator: walk (Shift+I etc. per F1 overlay), sprint, jump, crouch, menu, laser click via T.
  • - Hvr with the HVR simulator still behaves as before (T = both grips).
  • - Add label pipeline-test-build-xri to a PR: the new CI job must build all three targets without HVR. It has never run yet.
  • Not tested: main menu pages, virtual keyboard, accessibility settings, Lab.unity at runtime.

Test on (delete if irrelevant)

  • irrelevant (desktop simulator + CI)

🤖 Generated with Claude Code

JaXt0r and others added 2 commits October 22, 2026 16:31
…ulator) with an on-screen key list (F1), keyboard shortcuts only while it runs (jump Space, crouch X, sprint F, menu Esc), point-and-click on the rig's controllers and swim strokes from simulated controller movement; CI job builds the VR targets without HVR (HVR phase 1d). No player-visible change on the default Hvr backend.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…, Phase 5 on hold until Gothic's own fist meshes are used for hands, and nothing from UltimateXR is used (no meshes, no code, no reference). Phase 6 now only waits for Phases 1-4.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@JaXt0r JaXt0r mentioned this pull request Oct 23, 2026
@JaXt0r

JaXt0r commented Oct 23, 2026

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Pipeline not tested. Something for later but I wouldn't know why it should not work...

@JaXt0r
JaXt0r merged commit 6110e3a into engine/hvr-replacement Oct 23, 2026
@JaXt0r
JaXt0r deleted the engine/hvr-replacement-1d branch October 23, 2026 04:18
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