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Use controller-tagged compositor scroll for grab depth
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@@ -390,10 +390,16 @@ current depth; the other hand's stick and scale drags do not change it. A lost
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axis stops adding depth without resetting placement. Frame controller bindings
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provide left/right vector2 actions in a separate `/actions/grab` set, including
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in generated custom button manifests. Only a grab activates this set, restricted
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to the grabbing hand at overlay priority; it requires SteamVR Experimental
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overlay input overrides. It does not promote recording or text actions, and does
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to the grabbing hand at overlay priority; that app-action route requires SteamVR Experimental
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overlay input overrides. If the app axis is unavailable, controller-tagged
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compositor smooth-scroll events provide depth at 0.04 m per scroll unit, bounded
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to 3 cm per event and the same total travel limit. Only the grabbing controller
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is accepted. Smooth events are requested only during grab, integrated once
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without multiplying by elapsed time, and discarded whenever the app axis is
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available to avoid applying both streams. It does not promote recording or text actions, and does
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not depend on FrameYap's ordinary `input_priority` preference. Axis delivery during laser drag and dashboard/game focus needs a
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separate headset check. Laser scroll events are ignored while dragging.
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separate headset check. Grab scroll events affect only depth; scale scroll
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events are ignored, and ordinary UI scrolling resumes after release.
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Release leaves the last pose in the chosen mount frame; head/wrist mounts continue
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following that anchor afterward. A completed grab or scale on Head, Left wrist or
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Right wrist saves the full device-relative canvas position, rotation and scale
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