Quick answer: Add a child attach transform at the intended grip pose and assign it to the XR Grab Interactable's Attach Transform field, or enable dynamic attach.

When you grab an object with the XR Interaction Toolkit, it aligns its attach transform with the interactor. If you never set one, it uses the object's pivot, so a sword grabbed by the blade snaps the hilt's origin into your hand. Defining a grip-point attach transform fixes the offset.

How to fix it

1. Create a grip attach point

Add an empty child GameObject positioned and rotated where the hand should hold the object, for example at the sword's handle facing down the blade.

2. Assign the attach transform

Drag that child into the XRGrabInteractable Attach Transform field so the object aligns its grip to the controller on pickup.

3. Or use dynamic attach

Enable Use Dynamic Attach to grab the object wherever the hand touches it, which keeps relative position so it does not snap at all.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.