Quick answer: Scale the lunge distance to the target within a maximum, stop at the target rather than a fixed distance, and snap to attack range.
A melee lunge overshooting is a fixed lunge distance. Scaling it fixes it. Here is how.
How to fix it
1. Scale the lunge to the target
Lunge toward the target a distance based on how far it is, capped at a maximum range, rather than a fixed distance. A fixed lunge overshoots close targets and falls short of distant ones.
2. Stop at the target
Stop the lunge at attack range from the target rather than continuing a fixed distance, so the attacker ends up positioned to hit, not past the enemy. Overshooting passes through and misses the swing.
3. Snap to attack range
When the lunge completes near the target, snap the attacker to the ideal attack range and orientation, so the follow-up attack connects. This makes the lunge reliably set up the hit regardless of the starting distance.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.