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Consumer recipes

PAPER-only weapon classification​

Request ReloadObservations, wait for a nonzero reload catalog, and consume its classification. primaryFamily is one best label; familyFlags preserves multi-label evidence; keyword/family-evidence flags explain why. Invalidate on weaponGenerationKey, not form ID alone.

Reload evidence and geometry​

Copy PaperReloadEvidenceV1 pages for the current catalogSequence. Records contain roles, source/interaction nodes, bounds, OMOD and attach-point identity. Request ReloadEvidenceGeometry only when point clouds are required; copy each evidence ID in bounded pages and restart the whole aggregate on StaleSnapshot.

Passive animation viewer​

Request only ReloadAnimationTelemetry. Query catalog/live state, then copy the selected clip's tracks, samples, markers and triggers. Always label acquisition mode and track space. This capability must not start exact preharvest.

Reload-stage event layer​

Query stage state on FrameComplete and react when stageFlags changes. Magazine, slide, bolt, rest and fire flags are independent and may coexist. Copy per-part records with the same snapshot sequence to explain aggregate decisions.

Motion path cache​

On WeaponMotionCatalogChanged, query the catalog and copy parts/stages. Each complete stage publishes 24 normalized keys and up to 10 followers with their own key paths. Cache by catalog sequence and weapon generation.

Manipulation progress​

Use frame eventSequence to detect transitions, then query both hands. Check flags and projection residual before treating normalizedProgress as a precise gameplay signal.

Final native-pose observer​

The native-pose pipeline is published after control completion. Request NativePosePipeline plus FrameCallbacks, filter events for PresentationComplete, then query the frame and physical hand solutions. Check validity and identity before using final residuals or finger transforms. Continue renewing any control/capture lease at its control boundary, not a second time from this observation event.