Quick answer: Detect runnable walls reliably with side checks, use a wall-run state with reduced gravity and clear input, and handle smooth entry and exit.

Wall running bugs are detection and state-handling problems. Here is how to fix them.

How to fix it

1. Detect runnable walls reliably

Use side raycasts or overlap checks to detect a wall of the right orientation and angle next to the player while airborne and moving. Flaky detection makes wall runs fail to start or drop unexpectedly.

2. Use a wall-run state

Enter a dedicated state with reduced or redirected gravity, momentum along the wall, and clear input so the run is controllable. Letting normal physics run during a wall run makes it slide off or fall.

3. Handle entry and exit smoothly

Align the player to the wall on entry and give a clean jump-off or drop on exit, so transitions are smooth. Abrupt snaps onto and off the wall make wall running feel janky even when detection works.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.