Quick answer: Use the XR Tools viewport-2D-in-3D pointer, or convert the ray hit UV to viewport pixels and call push_input with a synthesized mouse event.
In Godot XR you render UI to a SubViewport and display it on a quad in 3D. The controller ray must translate where it intersects the quad into viewport pixel coordinates and feed a mouse event into the SubViewport, otherwise buttons highlight but never click. The godot-xr-tools pointer handles this if it is wired up.
How to fix it
1. Use the XR Tools pointer
Add the godot-xr-tools Pointer to your controller and a Viewport2Din3D for the UI so ray hits are converted to viewport input automatically.
2. Or convert hits manually
From the raycast collision, compute the UV on the quad, scale it to the SubViewport size, and build an InputEventMouseButton at that position.
3. Push the event
Call sub_viewport.push_input(event) for both press and release so Control nodes receive proper click events.
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.