Are players missing tap targets because the target is too small for a thumb?
Missed taps feel like the player's fault until you look at where they landed. This entry shows how to tell a near miss from a deliberate tap elsewhere and how to read a better hit area out of the data without making the game trivial.
Why this works
A finger is bigger than what it aims at, and its errors scatter around the target in a pattern. Measuring that scatter against the size of each target shows how large the touchable area must be to forgive the finger but still reward good aim.
When not to use it
Do not widen the touchable area when targets sit so close that the areas would overlap, or when precision is the whole game. There, make the targets themselves bigger or space them out, and give a clear flash so a near touch never feels like cheating.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 23 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Are players missing tap targets because the target is too small for a thumb?" (read_entry mobile-tap-miss-ring-hit-area) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP