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Every XR frame in the cockpit seat the pacing thread locates both grips in the seated frame (the immersive base turned by the lean-back angle, the frame the eye transforms place the vehicle in) and publishes a driving snapshot. The wheel or handlebar shows the left stick's steering at the configured full-lock angle, eased; the vehicle's own wheel reads that angle on the guest thread. With hand_steering on (off by default), squeezing a grip near the wheel or handlebar takes hold of it (a short pulse on grab and release); one or two hands turn it through heurazy's SteeringWheel, and while it is held the wheel replaces the left stick's X axis in both the Wii Remote and gamepad presentations, the stick's Y still aims items, and a holding grip no longer presses C or a shoulder. The settings panel withholds it like any other input. The stereo packet carries the cockpit overlay: the hands, in the runtime's hand mesh (XR_EXT_hand_tracking + XR_FB_hand_tracking_mesh, requested only when hand steering is on at launch) or procedural gloves, and the separate VR wheel or handlebar whenever the vehicle's own is not the one turning.