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4b - Chest lids on XRI: VrHinge replaces the interim lid toggle - #433
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…ulls it open around its hinge up to 110°, the content spawns into the slots on the first open, closing it by hand hides the slots and reopening shows the same items; locked chests stay shut and unlocking by lock picking pushes the lid open a bit. The interim VrChestLidToggle (use = open/close) is replaced by VrHinge on oCMobContainer.prefab's lid (+ GothicGrabInteractable); IVrHinge gets Opened/Closed events (VrHinge, and HvrHingeBridge from HVRPhysicsDoor's state), so VrChestSlots subscribes to the active hinge on both backends and HvrPhysicsChest no longer drives the slots (HVR phase 4b). No player-visible change on the default Hvr backend. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Description
Phase 4b: chest lids on the Xri backend (needs 4a).
oCMobContainer.prefablid (UnityMCP):VrHinge(axis X, 0-110°) +GothicGrabInteractable(saved disabled, enabled byXriInteractableBridgeon Xri) instead ofXRSimpleInteractable+ the interimVrChestLidToggle(deleted). HVR parts unchanged.IVrHingegetsOpened/Closedevents.VrHingeraises them;HvrHingeBridgeraises them fromHVRPhysicsDoor.Opened/Closedwith the same once-per-transition pollingHvrPhysicsChesthad.VrChestSlotssubscribes toVrHinges.FindActive(this)→ backend-neutral;HvrPhysicsChestno longer calls the slots (only disables itself on other backends).To test
HvrHingeBridge, may arrive one frame later).Closedonce and slots hidden, reopen → same 4 items,Lock()holds against a pulling hand,Unlock()opens ~14°.IsActiveof the two hinges), real lock-pick by hand, audible sounds, headset, save → load with an open chest.Test on (delete if irrelevant)
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