Quick answer: Add the TunnelingVignetteController and register your ContinuousMoveProvider as a locomotion provider on it so the vignette fades in while moving and out when you stop.

A comfort vignette tunnels the player's peripheral vision during motion to reduce sickness, but only if it is wired to the movement source. In the Unity XR Interaction Toolkit the vignette is a separate component that listens to locomotion events. If it is not connected, it simply never animates.

How to fix it

1. Add the vignette rig

Drop the Tunneling Vignette prefab under your XR Origin's camera so the vignette mesh renders in front of both eyes. It ships with the XR Interaction Toolkit samples.

2. Register the locomotion provider

On the TunnelingVignetteController, add your ContinuousMoveProvider (and turn/teleport providers) to the Locomotion Providers list so begin and end events drive the fade.

3. Tune aperture and ease

Set the aperture size and feathering so the tunnel is strong enough to help comfort without obscuring gameplay, and use a short ease-in so it does not pop on each frame of movement.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.