- Hand tracking laser pointer with pinch-to-click gesture for menu interaction
- Meta Quest passthrough (alpha blend + XR_FB_PASSTHROUGH extension)
- Stationary webcam quad (moved from XRCamera3D to XROrigin3D)
- Gaze-activated exit balls (4 balls: exit AR, 2 reserved, quit app)
- Gaze laser beam and ball growth visual feedback
- Spinning G1 3D model flanking the start screen menu
- Recenter support via pose_recentered signal
- Exit AR mode returns to CONFIG phase with UI repositioning
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Two-phase startup: CONFIG phase (VR start screen) -> AR phase (passthrough)
- Start screen with server host/port input, connect button, and launch AR button
- VR UI pointer with controller ray-pointing and hand poke interaction
- Body tracking visualization with colored spheres (spine, head, arms)
- Hand tracking with camera-based tracking (no controllers required)
- Android flavor manifest for Quest hand/body tracking permissions
- Upgrade OpenXR Vendors plugin from v3.1.2 to v4.3.0-stable
- Export presets updated for Godot 4.6.1 Meta plugin format
- Build scripts for Godot 4.6.1 with vendor plugin setup
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>