Quick answer: Disable floor snapping for the jump frame by zeroing or skipping the snap when upward jump velocity is applied, so the body can leave the floor.
In Godot 2D a jump that does nothing is often floor snap fighting the upward velocity. Suppress snap on takeoff. Here is how.
How to fix it
1. Cut snap on the jump frame
When you set the upward jump velocity, temporarily set floor_snap_length to 0 (or call the snap-disabling path) for that frame so move_and_slide does not yank the body back to the floor.
2. Re-enable snap after takeoff
Restore the snap length once the body is airborne and moving up, so descents and slope walking still benefit from snapping.
3. Check apply order
Apply the jump velocity before calling move_and_slide() in _physics_process, and confirm up_direction is set so the engine recognizes the takeoff correctly.
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 Godot 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.