Quick answer: Let the runtime show the system guardian, or query the boundary points from the XR Input subsystem and draw your own fade-in wall as the player nears the edge.
The guardian or chaperone warns players before they walk into real furniture. In some configurations the system overlay is disabled, so you must respect the boundary yourself. You can read the play-area geometry from the XR subsystem and render an in-game boundary that fades in by distance.
How to fix it
1. Allow the system boundary
Confirm the headset's guardian is enabled and not overridden by a developer flag or a passthrough layer that hides it.
2. Query the boundary points
Use XRInputSubsystem.TryGetBoundaryPoints to read the play-area polygon and the player's position relative to it.
3. Fade in a wall
Draw a translucent grid wall that increases opacity as the player approaches the boundary so they get a clear in-world warning.
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 Unity 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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.