Quick answer: Whenever sprint is force-disabled by an external state, also reset the toggle flag to off so the next press cleanly turns it on as the player expects.
A toggle sprint that needs a wasted first press has a stale flag: the code thinks sprint is on while the player is walking. Keep the flag in sync. Here is how.
How to fix it
1. Reset the flag on force-disable
Any time movement code forcibly stops sprint (landing, exhaustion, dialogue), set the toggle flag to off as well. Otherwise the flag and the actual run state disagree.
2. Single source of truth
Derive the running state from the flag every frame rather than tracking running separately. Two independent booleans drift apart and produce the double-press symptom.
3. Consider hold instead of toggle
If desync keeps recurring, offer hold-to-sprint as an option, which has no persistent flag to fall out of sync and avoids the wasted-press problem entirely.
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.