Quick answer: Detect the input device and apply an appropriate steering curve and rotation range for each, with a nonlinear response for the stick and a near-linear mapping for the wheel.
A wheel needs huge inputs to turn while a stick darts the car around, because both use one linear curve. Applying device-specific steering curves and ranges makes both feel natural.
How to fix it
1. Detect the active input device
Check whether steering input is coming from a wheel axis (with a large rotation range) or a gamepad stick, and select the matching steering profile.
2. Apply a nonlinear curve for sticks
Use a response curve (for example squared with a small linear region) for the analog stick so small inputs are gentle, removing the twitchy darting near center.
3. Map the wheel near-linearly
For a wheel, map its full rotation range to the steering with a near-linear curve and an appropriate lock, so large hand movements produce proportional, predictable steering.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.