Quick answer: Reset the coyote timer to zero whenever the player initiates any jump, including wall jumps, not only when they walk off a ledge.
Coyote time should be a short grace window after leaving the ground, but if you never clear it on a wall jump the player gets a free extra jump. Zero the timer on every jump start. Here is how.
How to fix it
1. Reset on jump, not just on fall
Set the coyote timer to zero inside the jump function itself, not only when the grounded flag flips to false. Any jump (ground, wall, double) should consume the grace window so it cannot be reused.
2. Separate the grounded check from the timer
Track wasGrounded and the timer independently. Only refill the timer when transitioning from airborne to grounded, and only decrement it while truly airborne and not climbing or wall-sliding.
3. Gate the ground jump on the timer
Allow a ground jump only when coyoteTimer > 0 and the player has not already jumped. After a wall jump the timer is zero, so the bonus jump is correctly denied.
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.