Quick answer: Add an XRToolsPickable script to the rigid body, define a grab point, and put a Function_Pickup node on the controller so it can grab and hold it.
Grabbing in godot-xr-tools relies on a pickup function on the controller that scans for nearby pickable bodies and attaches them. If the object is not marked pickable or the controller has no pickup area, the grip button does nothing and the object stays on the ground.
How to fix it
1. Mark the object pickable
Attach the XRToolsPickable script to the object's RigidBody3D and give it a collision shape on the pickable layer.
2. Add a grab point
Add an XRToolsGrabPoint child positioned where the hand should hold it so the object aligns to the grip on pickup.
3. Put pickup on the controller
Add a Function_Pickup node under the XRController3D and match its collision mask to the pickable layer so it can find and grab the body.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.