Quick answer: Subscribe to the XR Hands subsystem's tracking-acquired and tracking-lost events and enable the hand visual while disabling the controller model, and vice versa.

Modern Quest builds let players drop the controllers and use hand tracking mid-session. If your rig always shows the controller model, hands will not appear when the player puts the controllers down. You need to detect which input source is active and swap the visible model accordingly.

How to fix it

1. Detect the active device

Use the XR Hands subsystem and check trackingAcquired / trackingLost on each hand to know when hand tracking is live versus controllers.

2. Toggle the visuals

On tracking-acquired, enable the hand mesh renderer and disable the controller model game object; reverse it on tracking-lost so only one is ever shown.

3. Re-bind interactors

Switch the active interactors too, so poke/grab work from the fingertips when hands are active and from the controller when it is held.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.