Quick answer: Add a horizontal velocity component along the wall's outward normal at the jump, and briefly lock air control so the player actually leaves the wall.

A wall jump should push the player up and away. If it only goes up, the player sticks to the wall and scales it. Add the outward push. Here is how.

How to fix it

1. Push along the wall normal

On a wall jump, set horizontal velocity to the wall's outward normal times a push speed, plus the upward jump velocity. This launches the player away rather than straight up the face.

2. Lock air control briefly

Disable or reduce air steering for a short window after the wall jump so the player cannot immediately steer back into the wall and re-stick before clearing it.

3. Require a re-touch to chain

Allow another wall jump only after the player has clearly left the wall and touched it again, preventing infinite vertical climbing on a single surface.

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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.