Quick answer: Use one-way collision that only blocks from above, and temporarily disable the collision for the player when they choose to drop through.
One-way platform problems are collision direction and drop-through handling. Here is how to fix them.
How to fix it
1. Use one-way collision
Configure the platform's collider as one-way so it only blocks the player landing from above and lets them pass through from below. Two-sided collision blocks the player jumping up through it.
2. Handle drop-through
To let the player drop down through the platform, temporarily disable the collision between the player and the platform (or move the player to a layer the platform ignores) for a brief moment when they press down.
3. Re-enable cleanly
Re-enable the collision once the player has passed below the platform, so they land on the next one. Failing to re-enable lets the player fall through everything; re-enabling too early blocks the drop.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.