Quick answer: Lerp fieldOfView between the hip and ADS values over a short duration using Mathf.Lerp or SmoothDamp toward a target FOV updated each frame.

If aiming snaps straight to the zoomed view, you are setting FOV instantly. Interpolating toward a target FOV fixes it. Here is how.

How to fix it

1. Track a target FOV

Store targetFov and set it to the ADS or hip value when the aim button changes, rather than assigning camera.fieldOfView directly.

2. Lerp toward it each frame

In LateUpdate do camera.fieldOfView = Mathf.MoveTowards(camera.fieldOfView, targetFov, speed * Time.deltaTime) for a smooth, framerate-independent zoom.

3. Match sensitivity to zoom

Scale mouse-look sensitivity by the FOV ratio while scoped so aiming does not feel twitchy at high zoom; recompute the multiplier as FOV changes.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.