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1d - XRI simulator for desktop testing, CI build without HVR, docs: physics hands skipped - #426
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…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>
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Pipeline not tested. Something for later but I wouldn't know why it should not work... |
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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.
EnableVRDeviceSimulator), with an own on-screen key list (F1).[+]both hands. Gothic keyboard shortcuts only work while the simulator is active. The "T = both grips" shortcut now only exists on Hvr.buildWithoutHVR(Windows64/Quest/Pico): removesGOTHIC_HVR_INSTALLEDand fails if HVR is present. Runs on labelpipeline-test-buildorpipeline-test-build-xri(alone).To test
EnableVRDeviceSimulator: walk (Shift+I etc. per F1 overlay), sprint, jump, crouch, menu, laser click via T.pipeline-test-build-xrito a PR: the new CI job must build all three targets without HVR. It has never run yet.Lab.unityat runtime.Test on (delete if irrelevant)
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