Quick answer: Use the godot-xr-tools climb movement provider with climbable handles, and move the player body by the inverse of the hand's motion while gripping.
Climbing in VR works by anchoring a hand to a handhold and translating the body opposite to the hand's movement, so pulling down lifts you up. If the provider does not compute that inverse delta each frame, the world stays put and the hand seems to slide off the hold.
How to fix it
1. Add the climb provider
Add the godot-xr-tools MovementClimb provider to the player so grip events on climbable bodies drive locomotion.
2. Mark handholds climbable
Give handholds the XRToolsClimbable script and the matching collision layer so the pickup function can grab them.
3. Move by the inverse hand delta
While gripping, translate the origin by the negative of the controller's per-frame motion so pulling the hand down raises the body and the grip stays locked.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.