Quick answer: Parent the XRCamera3D directly under an XROrigin3D, set the OpenXR interface as primary, and ensure world scale is correct so head tracking drives the camera.

In Godot XR the headset pose is applied to an XRCamera3D only when it sits under an XROrigin3D that represents the play space. If the camera is parented elsewhere or the XR interface is not active, the camera stays put while the player's head moves, which is disorienting and breaks tracking.

How to fix it

1. Fix the node hierarchy

Place an XROrigin3D in the scene and make XRCamera3D a direct child so head poses apply relative to the play space.

2. Initialize and set primary

Find the OpenXR interface, call initialize(), and set it as the primary interface so the engine drives tracking each frame.

3. Check world scale

Set XROrigin3D.world_scale to 1 (or your intended scale) so head motion maps to the right amount of camera movement.

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 Godot 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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.