(1) HandTrackingProvider always renders the same JSX root
(HandTrackingRuntime) so toggling `enabled` no longer remounts the
<Canvas> below — that remount was destroying the WebGL context every
time the player entered an interaction zone.
(2) Add HAND_TRACKING_LINGER_MS (2s) cooldown on `enabled` so brief
walk-throughs of a trigger zone don't tear down MediaPipe before it
has time to initialize the webcam + model + first frame (cold start
~800ms).
Resolves the WebGL context lost + respawn loop and restores visible
hand tracking in the backend runtime. Browser JS runtime detection
quality is a separate follow-up.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>