Quick answer: Set the XR Origin Tracking Origin Mode to Floor for room-scale, or to Device with a camera Y offset for seated, and recenter at start.
Floor-relative tracking reports headset poses from the real floor, which is correct for standing room-scale. Device-relative tracking reports poses from where tracking started, which suits seated experiences but needs a manual height offset. Choosing the wrong mode makes a standing player float or a seated player's eyes sit at floor level.
How to fix it
1. Pick the tracking origin mode
On the XROrigin, set Tracking Origin Mode to Floor for room-scale standing so heights come from the real floor.
2. Offset for seated
For seated experiences use Device mode and set the Camera Y Offset (or Camera Floor Offset Object) to the expected eye height so the view sits correctly.
3. Recenter on start
Call recenter or use a calibration step at scene load so the forward direction and height match the player's actual pose.
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.