Use when changing the Tinyverse ground-surface race track, perimeter bridge loop, rally karts, or poser-surface show/hide hook.
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Fix and improve this skill with Tessl
tessl review fix ./.codex/skills/tinyworld-tinyverse-race-track/SKILL.mdThe race track lives in engine/world/61-tinyverse-race-track.js.
Rules:
window.__tinyworldPoserSurface.{build,show,hide} and attaches one root group
under the poser-surface group.worldGroup directly and do not mutate editable island or home-grid cells.root.scale.y = 1 / 3 and multiply sampled terrain heights by 3 before
placing track/kart geometry.M.path, M.pathTrim,
M.bridgeWood, M.bridgeWoodD, M.castleStoneD) instead of new texture
assets. Clone them locally when the track needs fog=false readability, but
never mutate shared M.* materials.mergeStaticBaseMeshesByMaterial(...) after authoring. Dynamic karts should
stay in their own subgroup and animate by transform only.PS.hide() must hide it and clear active race state.Play rally launcher should call
watch(), descend to the poser surface, frame the route from the ground
layer, and start the race after the descent settles. Do not leave the rally as
a console-only or hidden-key feature.body.tinyverse-rally-watch to clear obstructive editor
panels and use a lightweight follower camera. Keep this state scoped to
watch() and clear it on hide.requestAnimationFrame loop. The module exposes
window.__tinyworldRaceTrack._tick(dt), and 25-animation-loop-schema.js
calls it from the main loop; _tick must stay a fast no-op while hidden.window.__tinyworldRaceTrack exposes show(),
hide(), watch(), startRace(), stopRace(), rebuild(), group(), and
routeLength().Validation:
node --check engine/world/61-tinyverse-race-track.jsnode tools/check.jsPlay rally or call window.__tinyworldRaceTrack.watch()
and confirm the app descends to the ground islands, frames the road loop, shows
the HUD, and starts moving karts.f21f84b
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