Quick answer: Pick one delivery mechanism and one phase. Use Invoke C# Events with a single subscription and filter on context.performed so a press fires exactly once.

If a single button press triggers your jump twice, PlayerInput is delivering the same action through more than one channel. Consolidating to one path fixes it. Here is how.

How to fix it

1. Choose a single Behavior

On the PlayerInput component set Behavior to Invoke C# Events and stop relying on SendMessage/BroadcastMessage at the same time. Mixing two delivery modes double-dispatches every action.

2. Filter by phase

In your callback guard with if (!context.performed) return; so you ignore the separate started and canceled phases. Reading without a phase check fires on each transition.

3. Unsubscribe on disable

Subscribe in OnEnable and call the matching unsubscribe in OnDisable. Subscribing in Awake or Start without removal stacks a second handler when the object re-enables.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.