Steps to reproduce:
1. Open the attached user's project "UIDragBugRepro.zip"
2. Launch Oculus Link on a Quest 2 device and enter Play Mode
3. Point the ray at the button and press the trigger, hold the hand steady
4. While pressing down the trigger, rotate your headset
5. Notice how rotating the head caused drag to start, even though the hand didn't move relative to the canvas
Expected results: XRUIInputModule does not handle drag properly when rotating the headset
Actual Results: XRUIInputModule does not handle drag properly when rotating the headset resulting in a Drag event being registered (see attached "2023-03-07 11-55-28.mp4")
Reproducible: XRIT 2.3.0 (2020.3.46f1, 2021.3.21f1, 2022.2.12f1, 2023.1.0b8, 2023.2.0a7)
Could not test below XRIT 2.3.0 due to package errors when downgrading
Environment: Windows 10 22H2
Notes:
-Additionally, it seems that the drag threshold is specified in pixels on headset display, which causes problems when changing a headset to one with a different resolution. It should be specified in e.g. pixels on the canvas instead.
-The drag threshold is processed in camera space instead of world space, resulting in weird behavior when rotating the head. This causes buttons to not work as expected if the head is rotated/moved, which is especially noticeable when using poke for UI interactions.