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> This requires a python environment with all packages installed.
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```bash
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./VR/scripts/start_server.sh
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```
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### Open on Quest Browser (replace `YOUR_SERVER_IP` to your IP or domain name):
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> Note: You can also open the client URL in your browser.
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> I have not tested, but some VR immerse emulator plugin exists.
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```text
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https://YOUR_SERVER_IP:8443/
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```
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The client now auto-derives websocket endpoint from page host:
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-`https://HOST:8443` -> `wss://HOST:8765`
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-`http://HOST:...` -> `ws://HOST:8765`
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> You can still override with `?ws=...` or custom port via `?ws_port=...`.
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## Character modes:
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-`Demo-spline`: current spline demo behavior.
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-`Two CR`: always 2 arms, base is fixed near body center, and base movement controls are disabled. Controller targets are sent to the server, and the server runs `PyElastica` to compute the rod posture.
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## Python mesh publisher (remote LAN machine)
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Another machine on the same LAN (for example a Macbook) can publish mesh/scenery files into the shared VR scene by connecting to the Linux host WSS URL.
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> TODO
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1. Install python-packages on the publisher machine.
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2. Run:
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## System diagram
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```mermaid
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flowchart LR
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subgraph L["Linux Desktop (Server Host)"]
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C["HTTPS static client :8443"]
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W["Virtual Field runtime :8765 (WSS)"]
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E["Simulation backend (PyElastica in physics-driven modes)"]
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end
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Q["Quest / web browsers"]
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P["Python publisher clients"]
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Q -->|"Open client page (see Quick Setup; may be / or /client/)"| C
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Q -->|"hello; then xr_input"| W
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W -->|"scene_state (periodic broadcast); hello_ack + asset_manifest on join"| Q
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P -->|"hello(role=publisher); mesh / overlay / etc."| W
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