Quick answer: Author the world so one unit equals one meter and keep the XR Origin scale at one, rather than scaling the rig to fake size, so stereo separation reads as human scale.
In VR the apparent size of the world comes from the fixed human eye separation versus your content's scale. If the scene is modeled too large or the rig is scaled, the stereo cues say you are a giant or a doll. Keeping a strict one-unit-equals-one-meter convention restores natural scale.
How to fix it
1. Author in meters
Model and import all content so one Unity unit equals one meter; this is what makes stereo separation read as natural human scale.
2. Keep the rig at scale one
Leave the XR Origin scale at 1 instead of scaling the rig to resize the world, which also breaks locomotion distances.
3. Sanity-check with a reference
Drop a 1.7 m capsule as a person-height reference and walk up to scene props to confirm doorways and tables feel correctly sized.
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.