3D transition Phase B: real item.gd/stand.gd #33
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Writes fresh 3D item.gd (RigidBody3D) and stand.gd (Node3D), porting the exact item_id/stand_id/group-membership/placed_changed-signal architecture already proven in the 2D version. Only the trigger mechanism changes: a public try_snap() method called from player.gd on drop (Phase A's carry system), instead of being called internally from a mouse-drag handler.
Test room (player_test.tscn) gets a matching Stand added so the full pickup->drop->snap flow is provable, same kind of proof the 2D version got for #3.
Win-counting/area-controller work stays out of scope - thats Phase C/D.