Quick answer: Cast down onto the ledge top to find the true surface point, then place the capsule so its base rests on that surface and its body clears the lip.
A mantle should leave the player standing cleanly on top of the ledge. Snapping to a guessed offset buries them in the collider. Probe the real surface. Here is how.
How to fix it
1. Detect the ledge top with a downward cast
After the forward wall hit confirms a ledge, cast a ray straight down from just past the lip to find the top surface. Use that hit point, not a hardcoded offset, as the landing height.
2. Place the capsule base on the surface
Set the final position so the bottom of the capsule sits on the detected top point, offset inward by the capsule radius so the body clears the edge and does not overhang.
3. Validate clearance before committing
Run an overlap or capsule check at the target pose. If it intersects geometry, abort the mantle or nudge the target outward until the pose is free, preventing the player from snapping inside the platform.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.