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docs: add haptic
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docs/virtual_field/adding_character.md

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@@ -8,6 +8,7 @@ This page is the entry point for the character-implementation tutorials.
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dual_arm_overview
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dual_arm_inputs
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dual_arm_assets
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haptic
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```
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The current runtime contract is still centered around dual-arm simulator

docs/virtual_field/communication_scheme.md

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"version": 1,
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"type": "hello",
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"payload": {
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"client": "bsr-webxr",
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"client": "sparc-webxr",
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"role": "vr_client",
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"requested_arm_count": 2,
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"character_mode": "spirobs"
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"user_arms": {},
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"meshes": {},
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"overlay_points": {},
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"spheres": {}
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"spheres": {},
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"haptics": []
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}
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```
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- `color_rgb`
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- `visible`
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### `haptics`
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`haptics` is a list of haptic events for VR controllers.
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Each event contains:
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- `arm_id`
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- `active`
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- `intensity`
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The backend gathers these events from each simulation by calling
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`simulation.haptic_events()` before publishing `scene_state`.
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## Publisher messages
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The `publisher` role is used by Python-side or external tools that inject scene

docs/virtual_field/octo_arm_overview.md

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- storing the ordered `arm_ids`
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- assigning each arm id to one entry in `base_positions`
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- exposing convenience helpers such as `rod_for_index()` and `target_for_index()`
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- keeping the mode aligned with the rest of the runtime publishing pipeline
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The key requirement is that a derived simulation must provide eight base

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