Quick answer: Lerp the air horizontal velocity toward the input-desired velocity using a separate, smaller air-acceleration value so steering feels intentional but not full ground control.

Air control that is all-or-nothing feels either floaty-slippery or completely locked. Add a tunable air acceleration. Here is how.

How to fix it

1. Separate ground and air acceleration

Use a high acceleration on the ground and a lower one in the air. Blend current horizontal velocity toward the desired direction by airAccel * Time.deltaTime while not grounded.

2. Preserve existing momentum

Do not overwrite horizontal velocity outright in the air. Adjust it incrementally so a jump keeps the launch speed while still allowing the player to steer somewhat.

3. Expose the factor for tuning

Make the air-control amount a serialized field so designers can dial slipperiness. A value near zero means committed jumps, a higher value gives arcade-like steering.

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 Unity 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.