Quick answer: Replace the canvas Graphic Raycaster with a Tracked Device Graphic Raycaster and add the XR UI Input Module to the EventSystem so ray interactors can click buttons.
World-space UI in VR is driven by ray interactors that emit tracked-device pointer events, not mouse events. A default canvas only understands a Graphic Raycaster and a standard input module, so the ray hits the button visually but no click ever fires. The XR-specific raycaster and input module bridge that gap.
How to fix it
1. Use the tracked-device raycaster
On the world-space Canvas, remove the GraphicRaycaster and add a TrackedDeviceGraphicRaycaster so XR rays can hit UI elements.
2. Add the XR UI input module
On the EventSystem, replace the Standalone Input Module with the XRUIInputModule so tracked-device events drive button presses.
3. Enable UI on the ray interactor
On your XRRayInteractor, make sure Enable Interaction with UI GameObjects is checked and the line can reach the canvas distance.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.