Quick answer: Use an ease-out curve with a small overshoot (back or elastic) and a short duration so the pop accelerates fast and settles with a touch of bounce.
A button that scales up on press but feels dead is almost always using linear or ease-in timing over too long a duration. UI pop wants to start fast and overshoot slightly. Swapping the curve transforms the feel without new art.
How to fix it
1. Use ease-out, not linear or ease-in
Apply an ease-out curve so the scale moves fast at the start and decelerates into place. Linear feels mechanical and ease-in feels sluggish for instant feedback.
2. Add a small overshoot
An ease-out-back or a brief elastic settle that overshoots the target scale by 5 to 15 percent before snapping back reads as lively and physical.
3. Keep it short
Hold the duration around 0.1 to 0.2 seconds. A pop that lasts longer than a quarter second stops feeling like instant feedback to a press.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.