Deku Tree Crawl Glitch Debug View

Parsed from SoH O2R collision resource ydan_sceneCollisionHeader_00B610. Blue polyline is the observed VC path sampled from the overlay coordinates.

-collision triangles
-local crop triangles
-nearby actor origins
-transition actor origins
floor collision
walls
ceilings
observed VC path
actors
transition actors

Purple shells use En_Holl runtime bounds when the transition actor is actor 0x23; other transition actors are shown as oriented scene-entry markers.

Main geometric finding: after the crawlspace exit, the VC path rides a small set of OOB floor polygons around y=-820. Several sampled points have only a few units of XZ margin to the edge of their supporting triangle, so a crawl-speed multiplier can plausibly step Link past the support between floor checks.