Quick answer: Drive the active spread from the current aim state every frame instead of writing it once on enter, or explicitly restore the hipfire cone on ADS release.
Players notice their hipfire is suspiciously laser-accurate right after un-scoping. The accuracy state got stuck. Computing spread from the live aim state, not on transitions, eliminates the leak. Here is the fix.
How to fix it
1. Compute spread from state, not events
Each frame, set the cone from is_aiming ? ads_spread : hip_spread (plus bloom). Deriving it from the current state rather than on the enter/exit signal removes any chance of a missed reset.
2. Restore on the release signal
If you must set it on transitions, ensure the ADS-release handler runs in every exit path: weapon swap, sprint cancel, stun, and reload all need to drop the player out of the aiming state and restore hip spread.
3. Blend instead of snapping
Lerp the cone between hip and ADS over the transition so accuracy follows the visual, and the value always converges to the correct endpoint even if a transition is interrupted.
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 Godot 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.