Quick answer: Drive a non-kinematic physics hand toward the controller target with velocity or a configurable joint so collisions stop it at surfaces.
Tracked hands that copy the controller transform every frame teleport through walls because nothing resolves collisions. Replacing the kinematic copy with a physics hand that chases the controller using forces lets the collider rest against geometry, and a separate ghost mesh can show where the real controller is.
How to fix it
1. Make the hand non-kinematic
Give the hand a Rigidbody that is not kinematic with a collider, so the physics engine can resolve contacts.
2. Drive it toward the target
Each FixedUpdate, set the rigidbody velocity (or use a configurable joint) to move the hand toward the controller pose instead of teleporting its transform.
3. Show a ghost for divergence
Render a translucent ghost hand at the true controller position so the player understands why the physics hand lags when pressed against a wall.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.