Quick answer: Require a discrete press (rising edge) for each jump and decrement the jump counter only on that edge, so holding the button cannot chain jumps.
A double jump should need two separate presses, but if you check held state every air jump fires at once. Drive jumps off the press edge. Here is how.
How to fix it
1. Use just-pressed, not held
Trigger each jump on the rising edge of the input. A boolean that stays true while held will satisfy the condition every frame until the counter empties.
2. Track remaining jumps explicitly
Keep a counter such as jumpsLeft, refill it to the max on landing, and decrement it by one per discrete press. Block jumping when it reaches zero.
3. Add a tiny re-press lockout
If input edges are noisy, require the button to be released for at least one frame before the next jump counts. This prevents a single physical tap from registering as two edges.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.