Quick answer: Set the godot-xr-tools turn function to snap mode with a comfortable step like 30 or 45 degrees and a wide thumbstick dead zone.
Snap turning rotates the player rig in fixed increments to reduce vection sickness. If the configured step is large, each flick spins the world too far and overshoots. The godot-xr-tools turn function lets you choose snap versus smooth and the exact degrees per step.
How to fix it
1. Choose snap mode
On the Function_Turn node, set the turn mode to snap so rotation happens in discrete steps rather than continuously.
2. Set a comfortable step
Set the snap angle to 30 or 45 degrees, which most players find comfortable, instead of a large value that disorients.
3. Widen the dead zone
Increase the thumbstick dead zone so small stick noise does not trigger turns and a single deliberate flick yields exactly one step.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.