5 minutes
Tune the Ship and Camera
You have the whole slice now. The falcon thrusts, turns, and rolls when you fly it. The camera trails it through loops. Dust rushes past, and the world stays precise a hundred thousand units out. And it flies like a barge — because the six numbers you typed in lesson 4 were a deliberately poor first guess, and you have been flying them for five lessons.
That was deliberate. You now have the one thing no amount of reading gives you: a specific complaint. The ship is slow. It answers the stick late. It keeps turning after you stop asking. This lesson turns each of those complaints into the number that causes it, and this is the lesson where the JSON finally changes — the six values you leave here are the ones the shipped game uses.
Do the tuning with your hands, not with a text editor. What's new is a pair of panels you can open over the running game and drag while the falcon flies.
Mount the two DEV panels
Both premium components you added — ShipFlight and ChaseCamera6DOF — come with a live control panel next to their System, in ShipFlight.viz.tsx and ChaseCamera6DOF.viz.tsx. They open the same way the Entities panel did in Lesson 1. Each one is a DEV-only overlay on the running world, not a scene entity. Add them to the same import.meta.env.DEV block, after the scene has loaded:
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