Quick answer: Increase Throw Velocity Scale, enable Throw On Detach, and lower the smoothing duration so the release uses the controller's fast final-frame velocity.

In VR a satisfying throw needs the object to inherit the controller's velocity at the moment of release. The XR Grab Interactable averages recent velocity to smooth jitter, but too much smoothing or a low velocity scale makes throws feel limp regardless of how hard you swing.

How to fix it

1. Enable throw on detach

On the XRGrabInteractable, turn on Throw On Detach so the rigidbody keeps the tracked velocity when you let go.

2. Raise the velocity scale

Increase Throw Velocity Scale (and Throw Angular Velocity Scale) above 1 if your arm motion needs amplifying to feel right.

3. Reduce smoothing window

Lower Throw Smoothing Duration so the release samples mostly the last fast frames instead of averaging in the slow wind-up, which kills speed.

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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.