Quick answer: Set the XR Ray Interactor's Line Type to Projectile Curve and add an XR Interactor Line Visual with a valid material so the arc renders.
Teleport in the Unity XR Interaction Toolkit uses a ray interactor with a curved projectile line that you point at a teleport area. If the line visual is absent or set to a straight-line type, the teleport still fires but you see no arc, which makes aiming impossible.
How to fix it
1. Switch to a projectile curve
On the teleport XRRayInteractor, set Line Type to Projectile Curve and tune Velocity and Gravity so the arc lands where you expect.
2. Add the line visual
Attach an XRInteractorLineVisual with a Line Renderer and assign valid and invalid color gradients plus a reticle prefab for the landing point.
3. Assign a render material
Make sure the Line Renderer has a material that renders in your pipeline (URP/Built-in) so the arc is actually visible instead of a default-magenta or invisible line.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.