HubCamera.gd follow-distance fix — instrumented walkthrough (real gameplay follow camera, scripted player walking north through the ON AIR doorway). Before the fix, SpringArm3D's own built-in collision response snapped spring_length to the raycast hit distance within a single physics frame. The invisible camera-only threshold plate at the doorway sits where the player themselves walks through, so the instant they crossed it the follow distance fell from ~3.4m to near-0m in one frame, then crawled back out over the next few meters -- reads exactly like hitting an invisible wall even though movement itself was never blocked. After the fix (manual raycast + asymmetric lerp: fast pull-in near a wall, slower release), the same walkthrough shows a smooth dip and recovery instead of a snap: walkthrough frame=6 player_z=10.38 arm_len=1.67 walkthrough frame=12 player_z=9.07 arm_len=0.86 <- tightest point, at the threshold walkthrough frame=18 player_z=7.60 arm_len=1.73 walkthrough frame=24 player_z=6.14 arm_len=3.04 <- back to normal follow distance Verified via godot --path . --rendering-driver opengl3 (llvmpipe software rendering), Tool_HubScreenshot.tscn with an added diagnostic walkthrough pass (not committed to the tool script -- reverted after use).