Phase 2 of the hydragon MVP (#615). The vertical slice. One person, in a headset, hits a dummy with their hands, in 6DoF, over the stream.
Tasks
- Empty map. Serath pawn. VR pawn with the camera anchored in the head.
- Hand tracked aim, built on what the Phase 0 spike proved actually arrives at the body.
- One attack. One target dummy.
- Two teleport nodes with a working hop and the 10 second cooldown between them. Cooldown value lives in a data asset, never a constant in code.
- Render to the HMD correctly from the first commit. This is the Gallo lesson: that build showed a black headset view because the Unreal app did not render to the HMD. We own this source, so we control OpenXR and SteamVR startup.
- First person pass on Serath: hand meshes driven by joint data, ability VFX that read at arm length. Keep the full body for the shadow.
- Package it, submit it, register it with
stream_mode: xr, run it on chunky.
Done when
A person shoots the dummy in VR, in 6DoF, with their bare hands, over the stream, and can hop between the two nodes with the cooldown enforced.