People's attention cannot help being affected by what others are looking at. The dot-perspective task has been often employed to investigate this visual attentional shift. In this task, participants are presented with virtual scenes with a cue facing some targets and must judge how many targets are visible from their own or the cue perspective. Typically, this task shows an interference pattern: Participants record slower reaction times (RTs) and more errors when the cue is facing away from the targets. Interestingly, this occurs also when participants take their own perspective. Two accounts contend the explanation of this interference. The mentalising account focuses on the social relevance of the cue, while the domain-general account focuses on the directional features of the cue. To investigate the relative contribution of the two accounts, we developed a Social_Only cue, a cue having only social features and compared its effects with a Social+Directional cue, which had both social and directional features. Results show that while the Social+Directional cue generates the typical interference pattern, the Social_Only cue does not generate interference in the RTs, only in the error rate. We advance an integration between the mentalising and the domain-general accounts. We suggest that the dot-perspective task requires two processes: an orienting process, elicited by the directional features of the cue and measured by the RTs, and a decisional process elicited by the social features of the cue and measured also by the error rate.