Three compounding issues, found via user testing: 1. Sprite was 2.56x2.56 units (raw 256px checkerboard at default pixel_size) — 5x wider than the player, and collision shapes sized to roughly match. Gave AnimatedSprite3D an explicit pixel_size (0.004) for a ~1 unit sprite, shrunk the solid CylinderShape3D to radius 0.4/height 1.0 and the Area3D trigger sphere to radius 0.6 accordingly (still >= the solid radius, so touching = interactable holds). 2. InteractionPrompt had zero vertical offset, sitting dead center of the (huge) sprite — rendering behind/inside it, so the "[F] Interact" hint never appeared even though proximity detection and the keypress itself worked (confirmed by the user: pressing F did work, the hint just never showed telling them to). Gave both NameLabel and InteractionPrompt proper offsets above the sprite. 3. Once the collision shapes shrank, a pre-existing ~0.7 unit gap between each POI's hand-placed Y (computed with the same radius-only height approximation that's only exact along a facet's straight edges, not its interior — same class of error as the earlier Ort6 out-of-bounds bug) and the true terrain surface became consequential: the small collider mostly floated above the real ground, giving wildly direction-dependent, sometimes entirely missing contact/interaction depending on approach angle. Root-fixed rather than re-deriving 36+ positions' exact heights by hand again: poi.gd/poi_gate.gd now raycast straight down against the terrain in _ready() (after one physics_frame, so the terrain's collision shape has had time to register) and snap themselves onto the real surface plus a small clearance. Verified headless: approaching a POI from 4 different directions now gives consistent ~0.56 unit contact distance and player_nearby=true in all four (previously: two directions barely touched at ~0.05 units with interaction never triggering, the other two behaved correctly — direction-dependent failure, now gone). Re-ran the full 6-gate chain (still passes) and gate-to-border-prop clearance across 3 randomized layouts (still 1.3-1.9 units clear, no regression).
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