Quick answer: Increase the Snap Turn Provider's Debounce Time and Activation Timeout so a single flick only fires once after the stick returns to center.
Snap turning rotates the rig by a fixed angle when you push the thumbstick sideways. If the provider re-arms before the stick recenters, a quick flick registers as two inputs and you spin 90 degrees instead of 45. Tuning the debounce and deadzone makes one flick equal one turn.
How to fix it
1. Raise the debounce time
On the SnapTurnProvider increase Debounce Time so it ignores re-triggers until enough time has passed after the first turn.
2. Require recenter to re-arm
Make sure the provider waits for the stick to drop below the activation threshold before allowing the next turn, so a single push cannot fire twice.
3. Tune the input deadzone
Widen the thumbstick deadzone in your input action so noisy values near center do not cross the activation threshold on the return swing.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.