Quick answer: Apply full jump velocity on press, then cut the upward velocity when the button is released early, so a short tap gives a low jump and a hold gives a full one.

Variable jump height not working is a fixed jump impulse. Cutting velocity on release fixes it. Here is how.

How to fix it

1. Cut velocity on early release

Apply the full jump velocity on press, then if the player releases the button while still rising, reduce the upward velocity. This makes a quick tap a short jump and a held press a full jump.

2. Tune the cutoff

Tune how much the velocity is cut on release (and a minimum jump height) so the range from tap to hold feels good. Too aggressive a cut makes taps feel like no jump; too little removes the variation.

3. Keep it frame-rate independent

Apply the jump and the cut on the fixed physics step so the jump height is consistent across frame rates. Frame-dependent jump velocity changes makes the variable height inconsistent between machines.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.