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2a - Item grabbing on XRI: near and distance grab, hover, throw - #427
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…er hand (direct grab, distance grab pulled to the hand with line-of-sight check, UI pointing on the same ray), GothicGrabInteractable (velocity tracking, two hands, throw) and XriInteractableBridge on oCItem raising the VrInteractable events (inventory, ghost layer, hover label); swimming disables grabbing and hovering; small sphere as interim hand visual (HVR phase 2a). 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 2a: item grabbing on the Xri backend (needs 1x). Default backend stays Hvr.
NearFarInteractorper hand (direct grab, distance grab that pulls the item to the hand, UI pointing on the same ray) replaces the 1c UI-only rays. Own line-of-sight filter, 10 m range.GothicGrabInteractable(velocity tracking, two hands, throw) +XriInteractableBridgeonoCItemraise the sameVrInteractableevents as HVR (BeforeGrabbed, Grabbed, Released, hover). Only the active backend's bridge runs.To test
Amountis 0, seeDocs/HVR-replacement/found-bugs.md). Throw feel is XRI default, not tuned. Every loaded item is processed by XRI each frame → check frame time on Quest in item-dense places.Test on (delete if irrelevant)
🤖 Generated with Claude Code