Quick answer: Create a Physics Material 2D with zero friction and assign it to the character's collider, or use a separate frictionless collider on the sides, so the character slides off walls instead of sticking.
A platformer character that pauses mid-air against a wall while you hold the direction key is catching on collider friction. Removing friction on the right surfaces fixes the cling without affecting ground movement.
How to fix it
1. Create a zero-friction Physics Material 2D
Make a new Physics Material 2D, set Friction to 0, and assign it to the character's collider. With no friction, the character cannot grip the wall and slides down naturally.
2. Use a separate side collider if you need ground friction
If you still want friction on the feet for stopping, give the character a frictionless collider on its sides and a normal one underneath, so walls are slippery but the ground is not.
3. Tune gravity and air control instead of grip
If the cling was masking poor air control, address that directly with horizontal air drag and gravity tuning rather than relying on wall friction, which produces the sticky feel.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.