Quick answer: Sample the water height at several points around the hull and apply buoyancy at each, so the distributed forces naturally pitch and roll the boat to match the wave surface.
A boat that bobs but stays perfectly level looks wrong on a wavy sea. Sampling water height at multiple hull points and applying buoyancy at each one lets the physics tilt the boat to follow the waves.
How to fix it
1. Sample water height at multiple points
Place several buoyancy probes around the hull (bow, stern, port, starboard) and query the wave height at each one's world position each physics step.
2. Apply buoyancy per submerged point
At each probe below the water, apply an upward force proportional to submersion depth at that point. The asymmetric forces pitch and roll the boat to match the slope.
3. Add water drag and damping
Apply linear and angular drag scaled by submersion so the boat does not oscillate wildly and slows realistically when it stops being driven.
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 Godot 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.