Quick answer: Apply jump impulses and gravity on a fixed physics step, read jump input reliably with buffering, and make the jump arc independent of frame rate.
A jump that reaches different heights run to run is frame-rate-dependent physics or input timing. Fixing the step makes it consistent. Here is how.
How to fix it
1. Apply jump physics on a fixed step
Apply the jump impulse and integrate gravity on the fixed physics step, not the variable render frame. Per-frame application makes the arc depend on frame rate, so the same jump reaches different heights.
2. Read jump input reliably
A jump press read with frame-dependent timing can be missed or doubled. Buffer the jump input and apply it on the next fixed step so every press produces exactly one consistent jump.
3. Make the arc frame-rate independent
Express jump velocity and gravity so the resulting arc is identical at 30 and 144 FPS. Test at both rates and confirm the jump height matches, which is the proof the physics is frame-rate independent.
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 your game 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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.