Record that hand steering works on a Quest 3

The kart's own wheel animates and the wheel can be grabbed and turned. The
driver's eye still went uncalibrated in that race, leaving the wheel about
13 cm above eye level.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
iChris4andClaude Opus 5 committed 2026-09-22 22:54:28 +02:00
1 parent d0a53363ac
commit 90a09aec0b
1 file changed
+5 -5
+5 -5
View File
@@ -766,11 +766,11 @@ ends, including mid-frame flushes, so live setting changes cannot invalidate pen
Lifecycle events and performance (about 43 game FPS) are still open. Apple visionOS packaging
is not implemented.
- Scene-specific comfort options, culling fixes and replay/spectator classification are future work.
- The cockpit has only been seen in one kart race on a Quest 3 (2026-09-22): the race camera's view
matched the scene's exactly and the kart's own wheel animated (228 draws a frame), but the driver's
eye was never calibrated, and the fallback placed the wheel centre about 13 cm above eye level.
Bikes and Quacker, the PC, and hand steering itself are unvalidated. Hand steering needs analog
grips (Touch); the simple controller profile cannot grab.
- Hand steering works on a Quest 3 (2026-09-22): the kart's own wheel animated (228 draws a frame,
the race camera's view matching the scene's exactly) and the wheel can be grabbed and turned. In
that race the driver's eye was never calibrated, so the fallback placed the wheel centre about
13 cm above eye level. Bikes and Quacker, and the PC, are still unvalidated. Hand steering needs
analog grips (Touch); the simple controller profile cannot grab.
- The headset settings panel has no laser beam, only the cursor on the panel itself, and text fields
cannot be typed into without a keyboard.
- The desktop window remains available as a mirror/fallback.