Quick answer: Buffer the fire press made during the sprint-out raise and fire it the instant the weapon becomes ready, and keep the raise time short and consistent.
A player sprints around a corner, presses fire, and the first shot just does not happen because the gun was still coming up. The press is dropped. Buffering it through the raise fixes the lost shot. Here is how.
How to fix it
1. Buffer the press during raise
If the player presses fire while the weapon is being raised from sprint, store the intent and fire it the moment the raise completes, within a short window, instead of ignoring it.
2. Keep the raise time tight
Make the sprint-to-ready transition fast and constant so the delay is predictable. A long or variable raise turns into a frustrating dead zone where shots vanish.
3. Cancel sprint early on fire intent
Begin lowering the sprint state and raising the weapon the instant fire is pressed, rather than waiting for the sprint key to release, so the gun is ready as soon as possible.
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.