Quick answer: Normalize the movement vector (clamp its magnitude to 1) before multiplying by speed so diagonal and straight movement travel at the same rate.

If your character is noticeably quicker on the diagonal, the input vector is not normalized. Normalizing it fixes the speed difference. Here is how.

How to fix it

1. Normalize the input vector

Build the vector from your two axes and call its normalize method, or divide by its length, before scaling by speed. A unit-length vector makes every direction equal.

2. Guard against zero length

Only normalize when the magnitude is above a small epsilon; normalizing a zero vector divides by zero and produces NaN that corrupts the position.

3. Clamp instead for analog sticks

For analog input clamp the magnitude to at most 1 rather than forcing it to exactly 1, so partial stick tilts still produce slower movement.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.