Repository navigation
Conversation
…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>
…talks to it or skips a line, a dead NPC opens the loot panel, beds/fires/wheels/switches/seats are used, hovering shows the name label or the NPC's health bar (XRSimpleInteractable + XriInteractableBridge on the mob and oCNpc prefabs, IsSelectOnly keeps the HVR release workaround in VRNpc for HVR only); eating at the mouth works on the XRI rig (VRMouth on its camera); no more ClosestPoint warnings while pointing at mobs (HVR phase 2b). No player-visible change on the default Hvr backend. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…(re-parents the item's VobLoader, rotates by item category, scales it to fit and centers it, kinematic while inside, restores everything on removal, socket sounds, placed/removed events), VrSocketContainer (TryFindFree/TryPlace/SetSilent), ring hover feedback (valid/invalid material, grows while hovered) and VrContainerDropZone; XriSocketBridge takes only items a hand holds or just released, without XRI moving the grabbable child; "VR Socket Slot.prefab" with own ring mesh and materials; PlayMode test for the VobLoader hierarchy (HVR phase 3a). Not used by the backpack, holsters, chests or loot yet (3b/3c). No player-visible change on the default Hvr backend. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…all on the left shoulder, a hand grabs it off (InvOpen), slots show the current category/page, items go in/out with inventory count and save-game vob list, letting go returns it to the shoulder (InvClose) and its slots can't be used there; two hip holsters and a right shoulder holster keep items (rings show only while hovered) and stay in place while teleporting. New "BackPack XRI.prefab" (copy without HVR parts, VR Socket Slots, VrSocketLink, one-hand-only GothicGrabInteractable) and Shoulders/Waist anchors on the XRI rig (VrBodyAnchor: head position and yaw, not pitch - replaces HeadRelativeInventory/HVRPlayerWaist); VrSocketSlot can hold one linked interactable without VobLoader; socketed items get no Rigidbody interpolation (they stayed behind moving slots); VRBackpack ignores only the slot events of the items it re-stacks itself (instead of _tempIgnoreSocketing) and refills silently (HVR phase 3b). No player-visible change on the default Hvr backend. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…gs it open, the content spawns silently into slots laid out to the chest mesh, items can be taken out and dropped back into the open chest (VrContainerDropZone), closing hides the slots and reopening shows the same items; looting an NPC shows its items in XRI "VR Socket Slot"s, equipped weapons with [E], taking one removes it from the NPC (inventory, equipped list, weapon mesh). VRVobContainerPhysicsChest split: backend-neutral VrChestSlots (layout, content, silent spawn, one slot inventory per backend in oCMobContainer.prefab) and HvrPhysicsChest as HVR lid only; interim Xri lid VrChestLidToggle (IVrHinge, lock picking and open/close sounds) until VrHinge in Phase 4; IVrHinge.IsActive + VrHinges.FindActive, IVrBackend.Kind, IVrSocketContainer.IsActive/IsSilent; slots keep their items while deactivated (XRI let go of them when a chest closed); no weapon draw sounds while a chest spawns its content (also on HVR) (HVR phase 3c). Otherwise no player-visible change on the default Hvr backend. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…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>
…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>
…nywhere moves the player with the hand (hand over hand), gravity, walking and jumping pause while holding on and come back after letting go (falling mid-way works); when the head rises above the ladder's top edge and there is floor in front, the player is placed onto it. ClimbInteractable + XriInteractableBridge (grab distance measured to the ladder's bounds, concave mesh colliders have no ClosestPoint) and new backend-neutral VrLadderExit on oCMobLadder.prefab, ClimbProvider on the XRI rig; XriRig.IsClimbing while a hand holds a ladder (used by KeepPlayerWithin), keeps the game's MovementEnabled/CanJump while climbing and releases the ladder before a code teleport (HVR phase 4c). Completes Phase 4. No player-visible change on the default Hvr backend. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Description
Phase 4c: ladders on the Xri backend (needs 4b). Completes Phase 4.
oCMobLadder.prefab(UnityMCP),BIP01 LADDER: XRIClimbInteractable(saved disabled, enabled byXriInteractableBridgeon Xri) +XriInteractableBridge+ newVrLadderExit.ClimbInteractableadds a kinematicRigidbody; HVR treats "no body" and "kinematic body" the same (stationary grabbable), so the Hvr ladder is unchanged.XriInteractableBridge: for ladders the grab distance is measured to the collider bounds (XRI's modes use the base orClosestPoint, which concave mesh colliders don't support → climbing only worked near the bottom).VR - Player XRI.prefab:ClimbProvider, wired toXriRig.XriRig.IsClimbingwhile a hand holds a ladder (KeepPlayerWithinalready used it); move + jump providers off while climbing, the game'sMovementEnabled/CanJumpvalues are kept and restored;Teleport()releases the ladder first (else the climb pulls the rig back).VrLadderExit(backend-neutral): head 0.15 m above the top edge → floor probe 0.5 / 0.8 m in front, within 0.5 m of the edge, room for the CharacterController → let go + teleport onto it keeping the facing. HVR had no auto-mantle (documented in the phase doc); without a stick axis inIVrInputthe head rising over the edge is the trigger.To test
LADDER_4.ASCnear the start) anywhere along it, climb hand over hand → follows the hand, no sinking; let go mid-way → fall.KeepPlayerWithin), teleport (Marvin) while climbing → ladder released.LADDER_4.ASCat (34.7, 60.3, 323.1)): hover, climb 1:1 withIsClimbingand no gravity, let go → fell 63.0 → 60.2 m with move/jump restored, exit onto a runtime test platform (grounded,IsClimbingfalse).ReleaseClimb), dialog at a ladder.Test on (delete if irrelevant)
🤖 Generated with Claude Code