Quick answer: Attach the item to a hand socket positioned for the grip, align the grip pose to the item, and use hand IK to match the hand to the item's grip points.

A held item clipping the hand is an attachment-alignment issue. Here is how to fix it.

How to fix it

1. Attach at a tuned socket

Attach the item to a socket on the hand bone with an offset tuned so the item sits correctly in the grip. A socket at the wrong position or rotation makes the item clip through or float off the hand.

2. Align the grip pose

Ensure the hand's grip animation matches how the item should be held. If the pose and the item's intended grip differ, the item misaligns. Author the grip pose to the item, or vice versa.

3. Use hand IK for grip points

Use hand IK to place the hand (and fingers) on the item's defined grip points, so the hand conforms to the item rather than the item snapping to a fixed socket that may not match. This handles varied items cleanly.

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 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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.