Best practice to increase bone size in runtime

Hi guys, I am building a VR game and I came across an issue during the development.
if the player is high and has big arms the bone structure will not fit it and the in-game character will be in “full reach” while in real life the player will be able to continue to advance their hand. I’m looking for a best practice to increase the length of the bones in run-time.

While I thought about changing the scale of the armature, although I know it isn’t good for overall performance - there is still an issue - I can scale based on X Y Z dimensions, and if the player moves the hand from facing down to facing forward the hand will now become “fatter” instead of lengthier. I guess I could programmatically see where the hand is facing and based on that scale the right dimension, but it won’t work in a case where the player moves the hand anywhere in between two dimensions.

bump

Bledshapes should help here, if you dont want to work with the normal scale values

What would be the idea behind this? creating a blend shape with a very long hands and then controlling the weight inside of unity? Is that a good practice?

Thats how it work, also with equiping armor etc.

if blend shape really different from bone it will mess up with the skinning and animation will weird. how you solve that?