Quick answer: Gate the jump count behind the ability flag, verify the unlock persists, and tune the gated jump so it is clearly possible only with double jump and impossible without it.

Ability-gated progression only works if unlocking the ability actually changes what the player can do. Drive the jump count from the ability flag and confirm the gate requires it.

How to fix it

1. Drive jump count from the flag

Set maxJumps = abilities.hasDoubleJump ? 2 : 1 and reset the jump counter on landing, so granting the ability immediately raises the reachable height.

2. Persist and apply the unlock

Save the ability flag and load it on level start so the gate respects it after a reload. A flag that resets on scene load makes the unlock feel broken.

3. Tune the gate height

Place the gated ledge above single-jump height but within double-jump reach so the area is provably gated by the ability, not by precise timing the player without it could fluke.

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 Unity 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.