Quick answer: Detect the wall reliably with side checks, reduce fall speed during the slide, and end the slide cleanly when the player leaves the wall or lands.
Wall slide not working is detection and gravity handling. Here is how to fix it.
How to fix it
1. Detect the wall reliably
Use side raycasts or overlap checks to confirm the player is against a wall while airborne and pressing toward it. Flaky detection makes the wall slide fail to start or drop unexpectedly.
2. Reduce fall speed during the slide
While wall sliding, cap or reduce the fall speed so the player descends slowly down the wall. Without reducing gravity, the player falls at full speed and the slide has no effect.
3. End the slide cleanly
End the wall slide when the player leaves the wall, jumps off, or lands, restoring normal gravity. A slide that does not end leaves the player stuck in slide state or falling slowly in mid-air.
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.