Quick answer: Increase a bloom value per shot up to a cap, add it to the base cone, and decay it back toward zero when the player stops firing.
Full-auto spraying should get less accurate the longer you hold, but your gun stays tight. The bloom never accumulates. Adding per-shot growth and a decay curve restores the tap-vs-spray skill gap. Here is how.
How to fix it
1. Accumulate bloom per shot
On each shot add a fixed increment to a currentBloom value, clamped to a maximum. The effective cone is baseSpread + currentBloom, so the tenth round of a burst is noticeably wider than the first.
2. Decay when not firing
Each frame the trigger is released, reduce bloom toward zero at a recovery rate, with a short delay before recovery starts. This rewards burst-firing and controlled trigger discipline.
3. Tune the cap and rates per weapon
Set the increment, cap, recovery delay, and recovery rate per weapon class so SMGs bloom fast and DMRs barely bloom. Surface the current bloom to the crosshair so players can read it.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.