Quick answer: Handle each touch independently by its identifier and hit-test every active touch against your on-screen controls so simultaneous stick and button presses both register.
If pressing an action button does nothing while the other thumb moves the stick, your code only tracks one touch. Per-touch handling fixes it. Here is how.
How to fix it
1. Process every active touch
Iterate all entries in the TouchList / pointer set each frame and hit-test each against your controls, rather than reacting only to the first or latest touch.
2. Bind touches to controls by id
When a touch starts on a control, remember its identifier and route that touch to that control until it ends, so the stick and a button can be owned by different fingers.
3. Set touch-action none
On web/PWA controls set CSS touch-action: none so the browser does not steal the touch for scrolling, which silently swallows button presses.
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 mobile 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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.