Quick answer: Drive idle sway from a bounded oscillator (layered sine waves or Perlin noise sampled by time) that always returns to the rest pose rather than integrating random deltas.
Standing still, the gun should breathe gently around center, but yours keeps drifting until the crosshair is way off. The sway is integrating, not oscillating. Anchoring it to the rest pose fixes the drift. Here is how.
How to fix it
1. Use absolute oscillation, not deltas
Set the sway offset directly from sin(time * freq) * amplitude on each axis (with a couple of layered frequencies for organic motion). Because it is sampled absolutely, it can never accumulate.
2. Sample Perlin noise by time, not random()
If you want non-repeating sway, sample 1D noise indexed by time per axis. Noise is bounded and continuous, so it gives lifelike motion that still centers on zero.
3. Apply as a viewmodel offset only
Keep idle sway on the weapon transform and out of the actual fire direction, or scale its effect on aim down sharply when scoped, so cosmetic sway never silently ruins accuracy.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.