We ended up finding a couple of issues leading to the behavior found in the ticket. We fixed a potential invalid stayed colliders list in XRDirectInteractor and XRSocketInteractor when the interactor is disabled while in contact with a collider. We also fixed hover and select events being incorrectly fired when an XRDirectInteractor or XRSocketInteractor GameObject (or component) is disabled while in contact with an interactable, moved away from the interactable, and then enabled again. Finally, we changed GetValidTargets on each interactor type to return an empty list when the interactor is disabled, hopefully preventing this from occurring.