We recently moved all of our VR over to unity's Native implementation and then removed steamVR, Oculus, WMR etc from the project. However, one of our key features is a spectator panel that animates in once the HMD is placed on the head. This worked fine with SteamVR, and Oculus Integration Plugins, however using the XRDevice.userPresence appears to behave differently. When will XRDevice.userPresence be consistent with the actual device? I think this is important for fully native XR support. I can probably grab and use some low-level code from the openvr/steamvr api to do this, but it would be nice if userPresence utilized this.