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If you try and distance grab an object that is snapped in a snap zone then it doesn't transition to the interactor, instead it waits the transition time then instantly snaps.
This is because the object is still snapped into the snap zone until the transition has ended and then the grab happens.
One workaround is to add a SnapZoneManager to the internals of the distance grabber and have it unsnap before the grab takes place.
At present, the PointerInteractors do not have a dependency on the Snap Zone and I'm not sure if forcing that dependency is the best solution long term, so I'll leave this as a workaround for now until I come across a better solution
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