Native video layer in WebXR

I am investigating native video layers for Quest headsets in WebXR. There is two examples but not sure which method to use. I have a group of controls meshes that is overlayed on top so not sure how to add that into a layer unless it goes to a baselayer from the scene.

This method uses the native equi layer that is updated on the render state.

This uses a quad layer method for video but its for 360 stereo video

Is this the correct method for video which is the background layer

const mediaBinding = new XRMediaBinding( session );
						const equirectLayer = mediaBinding.createEquirectLayer(
							video,
							{
								space: refSpace,
								layout: 'stereo-left-right',
								// Rotate by 45 deg to avoid stereo conflict with the 3D geometry.
								transform: new XRRigidTransform(
									{},
									{ x: 0, y: .28, z: 0, w: .96 }
								)
							}
						);

If so how do I switch from a video texture mesh to the layer. Remove the mesh from the scene in a webxr session ?

regarding my group with buttons to control. Does this need to go into a special layer somehow also or stay added to the scene its ok ? Its a bunch of meshes added to a single group.

I modified the example with a native video layer but yet to get a headset to check it works. the layers polyfill doesn’t work with video layers. So the layers on the mesh need to be disabled when going to xr sessions.