Quick answer: Scale the magnetism by how close the target is to the reticle and by the player's input speed, and cap the per-frame correction so it nudges rather than snaps.
Aim assist that feels like the game is aiming for you is applying too strong and too binary a pull. Scaling it by proximity and capping the rate makes it subtle. Here is how to tune it.
How to fix it
1. Scale pull by angular distance
Apply more correction the closer the target is to the crosshair and none beyond a small cone, so distant targets do not yank the reticle. Use a falloff curve on the angle.
2. Cap the per-frame correction
Clamp the magnetism contribution to a small maximum degrees-per-second so it can only nudge the aim, never override a deliberate flick by the player.
3. Reduce assist during player input
Lower magnetism strength while the player is actively moving the stick or mouse, so the assist helps tracking but does not fight intentional aiming.
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 Unity 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.