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With both lasers on the keyboard SteamVR forwards per poll only one laser's movement, so the pressing one may get no touchmoves and its swipe became a tap. keyboard.vr.swipe.twoHanded (default on; turns on the controller bridge): a press is attributed to the hand whose laser hit is nearest to it (within 30 px, the trigger as a tiebreak; without recent frames the first frame after the press decides, within 60 px). The path comes from runs of one source: the touch's own moves while they flow, that hand's laser hit per bridge frame once they pause for 60 ms, touchmoves again if frames pause. A touchend disagreeing with the laser during a bridge run ends at the laser. Touchmoves on the other hand's laser move the attribution. Without fresh frames: touch events only, as before. A second press during a swipe stays Steam's tap (one text field, one word at a time). The bridge sends full rate only on demand now: hub.js demand(ms) goes back through the relay (CDP binding __sfuiCtlIn) to systemui's __sfuiCtl.demand; the swipe patch asks from the press to the release. Tests: gesture-input with the two-controller recording and synthetic bridge frames (a pressing hand without touchmoves, attribution with both lasers on the keyboard, a stale bridge, frames stopping mid-swipe, re-attribution, interleaved hover and presses); hub demand.