Into the headset, and the room lights up
Been a busy few days since the last entry. Recapping the highlights.

Sliders got rebuilt to match how buttons already worked: each one spawns right in front of the piece of scenery it's driving, does its thing, and disappears — instead of living on a fixed rail bolted to the room. The drag itself got shorter and punchier too, and now pulses green while you're on target so you can actually feel whether you're tracking it, not just find out at the end.
Then the room stopped being a bunch of plain cubes and started looking like an actual show: spotlights and lasers that flash and sweep when you hit their cue, in a nearly black room so the light is the whole point. This is the first version that looks anything like what I originally had in mind.
And the big one — it's playable in a headset now, with real controllers. Point at a button or grab a slider the same way you'd reach for the actual gear, trigger to select, one in each hand so you can be dragging a slider with one while hitting a note with the other. Mouse-and-keyboard was always a stand-in for this; now it's the actual thing.
Also threw together a build pipeline to get it onto a headset for testing, which sounds boring and is extremely not — first time seeing any of this work standing up. More soon.