Quick answer: Add a suggested binding for every interaction profile your actions use, so each controller type maps the action to a real button or axis.

OpenXR abstracts input as actions bound per interaction profile. If you only suggested bindings for the Oculus Touch profile, a Valve Index or Vive wand running the same app finds no binding for that action and the input silently fails. Covering all target profiles fixes cross-headset input.

How to fix it

1. Enumerate target profiles

List the interaction profiles you support (Touch, Index, Vive, WMR, Cosmos) and make sure each action has a sensible binding on every one.

2. Suggest bindings per profile

Call xrSuggestInteractionProfileBindings (or fill the action map in your engine) once per profile so every controller maps the action.

3. Test on representative hardware

Validate with at least one device per binding family, since grip, squeeze, and trigger semantics differ across controllers.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.