I'm developing for Quest using the new com.unity.xr.meta-openxr feature group. This works fine when deploying, but when playing in editor you don't get passthrough or ARPlanes. I've attempted to use the XR Simulator to have a room with AR Planes detected. This works fine. When I add the XR Interaction Toolkit XR Device Simulator so that I can use the mocked controllers to point at the AR Planes it goes haywire. It looks like it is taking the movements from both simulators and that they're not compatible. Am I doing this wrong, or is the XR Simulator not compatible with the CF Device Simulator?