Quick answer: On a ceiling hit, probe a small horizontal range; if only the outer edge of the head is blocked, push the player sideways by that amount so the jump continues.

Players expect a near-miss on a ledge corner to nudge them around it, not to stop the jump cold. Add corner correction on head bonks. Here is how.

How to fix it

1. Detect a partial head collision

When the upward move is blocked, sample the ceiling at the left and right edges of the head. If one edge is clear and the other is blocked by only a few pixels or centimeters, it is a correctable corner clip.

2. Nudge horizontally and continue up

Offset the player position by the clear amount toward the open side, then re-apply the remaining upward velocity. The jump proceeds as if the corner was not there.

3. Cap the correction distance

Limit the nudge to a small threshold (for example one to four pixels per frame, or a fraction of the capsule radius). A large nudge would let players teleport through walls they should hit squarely.

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.