Quick answer: Use a dedicated climbing state that disables gravity and normal movement, detect the ladder reliably, and handle clean entry and exit at the top and bottom.
Ladder bugs are usually state conflicts between climbing and normal movement. A dedicated state fixes it. Here is how.
How to fix it
1. Use a dedicated climb state
When on a ladder, switch to a climbing state that disables gravity and ground movement and moves the character vertically by input. Letting normal physics run during climbing causes dropping and snapping.
2. Detect the ladder reliably
Use a trigger or overlap to know when the character is on a ladder and can grab it. Flaky detection makes climbing fail to start or release unexpectedly mid-climb.
3. Handle entry and exit
Snap the character to the ladder on grab, and handle reaching the top (step onto the platform) and bottom (return to ground) cleanly. Unhandled transitions are where climbing sticks or launches the player.
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.