Quick answer: Carry the grounded horizontal velocity into the jump and only modify it via air acceleration, instead of recomputing it from scratch when the air state begins.
A running jump should arc forward with the speed you built up. Recomputing velocity at takeoff makes jumps feel dead. Preserve momentum. Here is how.
How to fix it
1. Inherit velocity at takeoff
When the jump fires, keep the current horizontal velocity rather than overwriting it. The vertical component gets the jump impulse; the horizontal component continues unchanged.
2. Modify, never reset, in the air
In the air state, adjust horizontal velocity through air acceleration only. Avoid any line that sets it directly from input magnitude, which would erase the run speed.
3. Decay only by intent
If the player actively steers backward in the air, let air control bleed off speed gradually. Otherwise the forward momentum should persist for the whole arc.
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.