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On the Frame build the bindings go to the Frame's own profile first (valve/frame_controller_valve), then Index, then Touch. The Pico profile isn't tried there. Every profile logs what the runtime said to the suggestion. The game's actions stay the same: sticks, triggers, grips, stick clicks and A/B are where they are on Quest. The Frame has no X/Y on the left controller, so the torch is the left bumper (or the right X) and the screen view is View (or the right Y). Menu is the right one and is the pause. Holding View for a second recentres, three seconds also takes the head height as the standing height, with a buzz on both controllers. The left-handed schemes get the same physical buttons. The layout only kicks in when the runtime says the Frame profile is the active one, so Index or Touch controllers on SteamVR behave like they do on Quest. Index has no Menu for apps, so its pause is the left trackpad pressed hard. Builds. Haven't tried it in the headset yet.