Quick answer: Track charge by held time, cap it at full, release on button release, and give clear feedback on the charge level.

A charge attack not charging is charge-tracking and release issues. Here is how to fix it.

How to fix it

1. Track charge by held time

Accumulate the charge level by how long the button is held (by time, not frames), so it builds consistently. Frame-based charging builds at different rates by frame rate, making the charge feel inconsistent.

2. Cap at full charge

Cap the charge at its maximum so holding longer than needed does not overcharge or wrap. Once at full, hold there until release, so the player can time the full-charge release reliably.

3. Release on button release with feedback

Fire the attack at the current charge level when the button is released, and show the charge level visually as it builds. Without feedback, players cannot tell the charge state; without release-on-release, it fires at the wrong time.

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 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.