Valve's SteamVR Input Plugin

That is more of a game logic change than an input change though.

Both IndexGrip and std controller grip events can throw Pressed/Released, and different objects in game will work better with different methods of grip/release. You can also make entirely separate actions (and action sets) if you choose, I don’t see how assigning specific keys is any better with that example.

Regardless, with the OpenXR plugin taking the same path for input (steamVRs input is modeled around OpenXR’s)…this is likely how the unification of input will end up anyway across headsets.