Quick answer: Run the step-up forward check along the actual horizontal movement direction this frame, not a fixed facing or world axis, so diagonal approaches still detect and climb the step.

Stairs that climb cleanly head-on but snag at an angle mean the step check uses the wrong direction. Probe along the move vector. Here is how.

How to fix it

1. Probe along the move vector

Use the normalized horizontal velocity (the direction the player is actually moving) as the forward direction for the step-up detection cast, instead of the character's facing or a world axis.

2. Detect the riser and the tread

Cast forward to find the step face, then cast down from just past it to find the tread height. Confirm the tread is within max step height before lifting the player up onto it.

3. Smooth the lift

Interpolate the vertical step over a couple of frames so diagonal stair climbing looks smooth rather than snapping up at each step, matching the head-on behavior.

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.