Quick answer: Require active input toward the wall to enter and maintain the wall slide, and exit the state the moment that input stops or the wall is no longer adjacent.
Wall slide should engage only while the player presses into a wall. If it persists on its own the player gets stuck mid-air. Tie it to input. Here is how.
How to fix it
1. Gate the state on directional input
Enter wall slide only when a wall is touching the player's side and the move input points into that wall. Centering the stick should drop the state.
2. Apply a small detach grace, then release
Optionally keep the slide for a few frames after input releases so a brief stick flick does not break the cling, but exit cleanly after that window.
3. Re-check the wall each frame
Use a short raycast or the controller's collision flags every frame. If no wall is found on that side, fall out of wall slide and resume normal gravity immediately.
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.