(Long overdue bug report) Since the Steam Input 2.0 update the drag input for menus (main menu, keyboard) would not function while only one controller is connected, and if one is disconnected while dragging a menu, it will persist with no option to let go. Additionally, binding gesture_activator_thumb_inner_upper or gesture_activator_thumb_inner_lower to B/A click (relevant when the capacitive touch is dead) kills the functionality of other bindings on the buttons, this is not the case when binding gesture_activator_thumb back to the stick click. It's possible that the one-handed version of gesture_activator_grip exhibits the same issue and is the cause for the broken drag input when one-handed. I use custom bindings but I believe the drag bug happens even with the default bindings too, that being said I've mostly played with my custom bindings since Steam Input 2.0 (due to threshold changes as I find the defaults frustrating as they deviated from the pre-input 2.0 behavior) so I don't know if this was fixed with the default bindings (haven't been on VR in 2 months as of this report). I've attached my custom bindings below (goes into steamapps/common/SteamVR/steamvr/input/steam.app.438100_knuckles.json , may need manual import via dev mode). My custom bindings have the following changes: Grab action thresholds restored to values that better matched pre-input 2.0 (this is mismatched between both hands in some cases due to one of my controllers being less sensitive, likely due to being 3.5 years old, I believe the correct threshold is 1.35 but the "less sensitive" controller has it lowered to 1.25 , in the interface values greater than 1 are "Force", so this would be Force: 35 and Force: 25 respectively) Menu "drag" inputs changed to use the actual "Grab" input mode (originally "Button") in SteamVR so that the threshold is configurable, and matched them to the other "Grab" inputs (if "drag" was fixed on the default bindings but not on mine, this change is probably the only one that matters) gesture_activator_grip thresholds restored to their pre-input 2.0 (feeling) values Trigger thresholds restored to SteamVR default values (which seems to align better with the old thresholds, and matches the haptic feedback threshold) and changed Generate click from to Pull . Added back missing gesture_activator_thumb on stick click (needed when the capacitive touch on the stick is dead, and was there prior to input 2.0) The above are all changes that I think should've been part of the default inputs in the first place, but there are further input personal changes: Left A button is a "dud" (outside of gesture_activator_thumb_inner_lower via Touch ) as it's my space drag button Left stick double click for mic toggle (when two handed) Left stick hold for avatar hand gestures toggle (when two handed) Left trackpad down for personal mirror grab toggle (when two handed? didn't test this one handed) Left stick (one handed) for jump Right stick (one handed) for jump On one-handed configuration that is otherwise entirely symmetrical except for thresholds, I've had to add a dummy input, as SteamVR's check to automatically re-enable symmetrical inputs seems to skip checking thresholds. My bindings were last updated against the 1683 default bindings.