Quick answer: Track remaining jumps, reset the count reliably on landing with a correct ground check, and make sure the jump input is read cleanly for each press.

A broken double jump is usually a jump-count or ground-check bug. Resetting the count correctly fixes it. Here is how.

How to fix it

1. Track and reset jump count

Keep a counter of jumps used and allow a jump while it is below the limit. Reset it to zero when the player lands. A count that never resets blocks the second jump or, if always reset, allows infinite jumps.

2. Fix the ground check

The reset depends on detecting landing. A ground check that is too strict never resets (no double jump returns), too loose resets mid-air (infinite jumps). Use a reliable grounded test.

3. Read each jump input cleanly

Use a per-press input (jump pressed this frame), not held, so each tap counts as one jump. A held or mis-buffered input can consume or skip the second jump.

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.