Quick answer: Request lock on click, listen to pointerlockchange/pointerlockerror and pause into a resume screen, and respect the browser's exit cooldown instead of insta-relocking.

Mouse-look needs pointer lock, and pointer lock has rules: gestures, cooldowns after Escape, and events you must handle. Fighting them produces the jittery half-locked feel. Here is the clean pattern.

How to fix it

1. Lock on explicit click

canvas.addEventListener("click", () => canvas.requestPointerLock()) — a visible 'click to play' affordance doubles as the gesture; auto-lock attempts on load always fail.

2. Pause on unlock

pointerlockchange with no locked element means the player pressed Escape — pause the game and show 'click to resume'; continuing to read deltas while unlocked yields the spinning-camera bug.

3. Never insta-relock

Browsers block relock for a moment after Escape (and log pointerlockerror) — the resume flow (click again) absorbs the cooldown naturally; a relock loop makes the game feel haunted.

4. Read movementX/Y only while locked

Gate camera input on lock state, and expect large first-event deltas on some platforms — clamp or drop the first sample after lock.

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 HTML5 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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.