Problem
The mod renders in stereo and tracks the player's head, but aiming is still gaze-coupled — the grapple, gunfire, and reticles all follow the camera ray. For a hands-first VR experience the player should aim each hand independently: the left controller points the grapple, the right controller points the guns, and dual-wielded weapons fire at two separate targets. This is the marquee mechanic that turns the VR runtime from "watch through a headset" into "play with your hands."
Context
The design and the reverse-engineered ground truth are already complete — this issue exists to track the implementation work, not to re-open the design. Two docs carry the full detail:
docs/mod/controllers-and-roomscale.md — the plan: phase 2 (the aim split, grapple-left/gun-right), phase 4 (dual-wield independent targets), the per-mode input tables, and the risks.
docs/engine/hands-and-roomscale.md — the engine recon: the weapon-to-hand attachment chain (§1), the per-arm aim IK and its head-effector conflict (§2), and the roomscale root-motion path (§3–4) that the aiming composes with.
The aim pipeline itself (docs/engine/aim-pipeline.md) and the grapple pipeline (docs/engine/grapple-pipeline.md) are the supporting recon for the seams this work touches.
This is milestone 2 of the suggested issue split in docs/mod/controllers-and-roomscale.md ("Split aiming: grapple-left, gun-right"), gated on the controller input foundation (milestone 1). Phases 1–2 are the highest value-to-risk; everything downstream reuses their seams.
Proposed approach
Implement as scoped in docs/mod/controllers-and-roomscale.md phase 2: post-hook the aim update to re-cast the grapple ray from the left controller and overwrite the grapple aim slot, write the per-weapon aim target from the right-controller ray, and add a mod-drawn weapon reticle. A config fallback to gaze aim per consumer keeps regressions a toggle away. Full technical detail is in the linked docs; this issue tracks the work item.
Problem
The mod renders in stereo and tracks the player's head, but aiming is still gaze-coupled — the grapple, gunfire, and reticles all follow the camera ray. For a hands-first VR experience the player should aim each hand independently: the left controller points the grapple, the right controller points the guns, and dual-wielded weapons fire at two separate targets. This is the marquee mechanic that turns the VR runtime from "watch through a headset" into "play with your hands."
Context
The design and the reverse-engineered ground truth are already complete — this issue exists to track the implementation work, not to re-open the design. Two docs carry the full detail:
docs/mod/controllers-and-roomscale.md— the plan: phase 2 (the aim split, grapple-left/gun-right), phase 4 (dual-wield independent targets), the per-mode input tables, and the risks.docs/engine/hands-and-roomscale.md— the engine recon: the weapon-to-hand attachment chain (§1), the per-arm aim IK and its head-effector conflict (§2), and the roomscale root-motion path (§3–4) that the aiming composes with.The aim pipeline itself (
docs/engine/aim-pipeline.md) and the grapple pipeline (docs/engine/grapple-pipeline.md) are the supporting recon for the seams this work touches.This is milestone 2 of the suggested issue split in
docs/mod/controllers-and-roomscale.md("Split aiming: grapple-left, gun-right"), gated on the controller input foundation (milestone 1). Phases 1–2 are the highest value-to-risk; everything downstream reuses their seams.Proposed approach
Implement as scoped in
docs/mod/controllers-and-roomscale.mdphase 2: post-hook the aim update to re-cast the grapple ray from the left controller and overwrite the grapple aim slot, write the per-weapon aim target from the right-controller ray, and add a mod-drawn weapon reticle. A config fallback to gaze aim per consumer keeps regressions a toggle away. Full technical detail is in the linked docs; this issue tracks the work item.