Quick answer: Rename one of the colliding declarations, and keep autoload names distinct from class_name identifiers — a project-wide grep for the name finds the duplicate fast.
Global script classes share one namespace with autoloads and engine classes, and this error means the name is taken. Duplicated files from templates are the usual cause. Here is the cleanup.
How to fix it
1. Find the duplicate
Search the project for class_name X — copied scripts and imported sample folders re-declare the same names. Rename or delete the copy.
2. Do not name autoloads after classes
An autoload registered as GameState plus class_name GameState on its script collide; convention: class_name GameStateManager, autoload GameState (or drop class_name on autoload scripts).
3. Avoid engine names
Shadowing built-ins like Timer or Path confuses everything — prefix your own (BattleTimer).
4. Restart after cleanup if needed
The class cache occasionally holds stale entries; if the error persists after renames, reopen the project (or delete .godot/global_script_class_cache.cfg) to rebuild it.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.