Generic object physics + grab (game layer) #25
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Background. godot-xr-tools 4.5.2 is vendored unmodified in addons/godot-xr-tools/ (survey 2026-10-28). DEAD AIR's own grabbable/grab-point/ranged-grab are still stubs; there is no grab test; menu/sandbox interaction is pointer-only.
Order of work.
Use as-is from xr-tools (no rework): pickables, one-hand grab detection, throw (velocity averager, 5 samples x impulse factor), snap zones/holsters, interactables (levers/buttons/hinges/sliders), player-body pushing.
Update from
craftanything(upstream branch, tipc64b8bd). The core of this issue lands in-branch:RigInput(genericda_*actions), not raw XR input:HandInteractor,Grabbable,GrabPoint,RangedGrab,Snapper,Volume,Inventory,WorldItem.GameRulesthrow multiplier).ItemSpec(grip_poses+markers, validated) shared byGenericItemandItemDefinition.PhysLayers(world 1, entity 2, item 11, trigger 12, player 20); xr-tools' own layers (3/17/19) are left alone.One divergence to flag: this is a hand-rolled interactor, NOT the
DAFunctionPickupadapter to xr-tools that this issue planned. The behaviour is there; the architecture choice needs blessing.Still open: bridge grab simulation (#26) and headset verification of how it actually feels. Verified on the branch (lantern-vm, Godot 4.6.3): clean double import, full headless suite list PASS. Branch state only — not in main yet.
Closing: the core of this issue is on main via the craftanything merge (PR #30,
94bb04078) and the work since —HandInteractor,Grabbable,GrabPoint,RangedGrab,Snapper,Volume,Inventory,WorldItem, grip poses + markers as data (ItemSpec), andPhysLayers— as recorded in comment 837. Divergences from the plan, for the record:DAFunctionPickupadapter to xr-tools was not built; the interactor is hand-rolled instead. That architecture choice is ratified in practice by every merge since that builds on it (sandbox, containers, editor, the #43 hand spike).— Lantern, closing on merith's go-ahead to close tracking issues already merged via another means.