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4a - Doors on XRI: VrHinge (grab, limits, sounds, lock picking) - #432
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…ch-to-text without microphone, eating a held item, culling list error) are documented in found-bugs.md instead of tickets. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
… turns it around its hinge with the hand (kinematic angle solving, clamped to 0-90°), after letting go it swings on and stops at the limits without bouncing, below 5° it closes softly; Gothic open/close sounds play once per transition; locked doors don't move and unlocking by lock picking pushes them open a bit; a hand further than 1 m away (e.g. teleporting) lets go. New backend-neutral VrHinge (IVrHinge, Opened/Closed events, Lock/Unlock) with GothicGrabInteractable + XriInteractableBridge on oCMobDoor.prefab's leaf; HvrHingeBridge disables HVRPhysicsDoor on other backends; the lock picking push force only applies to non-kinematic (HVR) doors (HVR phase 4a). No player-visible change on the default Hvr backend. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…-air exploits) Right thumbstick forward shows an arc, release teleports, grip cancels. Valid only when grounded, within 1 m rise / 3 m drop, with room for the standing capsule and a free head path, so the player can't teleport through bars, over high walls, onto roofs or out of a fall. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Pull the right thumbstick back to aim, release to teleport (like HVR). Targets are valid if the ground is walkable per OpenGothic's testSlide (GIL_HUMAN slide_angle, real ground normal from a downward ray), within HVR's jump/drop distance of the capsule bottom, the standing capsule fits and the head has a free line of sight to the target. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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Doors opening works now. Also teleportation. |
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Description
Phase 4a: doors on the Xri backend (needs 3c). Phase 4 is split into 4a doors (
VrHinge), 4b chest lid onVrHinge(replaces the interimVrChestLidToggle), 4c ladders +IsClimbing.VrHinge(IVrHinge): grabbing the leaf turns it with the hand's angle around the hinge axis, clamped to 0-90°; after release it swings on with the last speed and stops at the limits; soft close below 5° (0.25 s);Opened/Closedevents once per transition; Gothic open/close sounds once per transition (fromVRVobDoor);Lock()/Unlock()(unlock gives a small push); hand > 1 m away lets go (teleport).oCMobDoor.prefab(UnityMCP):VrHinge+GothicGrabInteractable(saved disabled, enabled only byXriInteractableBridgeon Xri) +XriInteractableBridgeon the leaf; HVR components stay.HvrHingeBridgedisablesHVRPhysicsDooron other backends.AddForcepush only applies to non-kinematic (HVR) doors.phase-4-doors-chests-ladders.md.To test
Closed, lock/unlock, the locked hut door locked by the picking script, teleport break-away.GOTHIC_HVR_INSTALLED, headset feel (hand angle unfiltered), a real lock-pick sequence by hand, audible sounds, two hands on one door (first hand wins).InvalidCastException(no stack) seen once during scripted testing, not reproducible.Test on (delete if irrelevant)
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