Quick answer: On release, multiply upward velocity by a fraction (for example 0.5) instead of zeroing it, or apply a higher gravity multiplier while ascending after release.
Variable jump height lets a quick tap make a short hop and a hold make a full jump. Killing velocity outright on release feels like a brick wall. Taper it instead. Here is how.
How to fix it
1. Scale velocity, do not zero it
When the button is released while velocity.y < 0 (rising), multiply it by a cut factor like 0.4 to 0.6 rather than setting it to zero. The arc shortens but the player keeps some upward momentum.
2. Or boost gravity after release
Alternatively keep full launch velocity and apply a larger gravity scale once the button is released and the player is still ascending. This produces a smoother, more natural short hop.
3. Only cut while ascending
Guard the cut so it only applies during the rising phase. Applying it during the fall would slow descent and make jumps feel floaty.
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.