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The menu cursor was worked out from the controller's angles, not from where its ray meets the screen, and no beam was drawn. Now the ray from the weapon hand's aim pose (aim/pose, -z, the runtime's own pointing ray, not the grip) is cast against the flat screen quad, and the cursor is where it lands. A beam from the controller to that point, and a dot where it meets the panel, are quad layers of their own, submitted after the screen, so SteamVR draws them over it and nothing in the eye image (or the HUD, or the world) can cover them. They show only while the screen is up and the hand is tracked. The beam is a thin quad turned about its axis to face the eye; the little swapchain behind both is one flat colour. Frame build only. Builds, haven't had it in the headset yet.