Quick answer: Define the conveyor's push as a signed surface velocity matched to its animation, add it to the player's velocity only while grounded on that surface, and flip the sign per belt instance.
Conveyors and ice are surface-tagged gameplay, so the player must move the way the belt looks like it moves. Match the applied surface velocity to the visible scroll direction.
How to fix it
1. Match velocity to the visual
Expose a belt_speed on the conveyor whose sign matches the texture scroll. A belt scrolling right should add positive X to a grounded player; flip per instance for left-moving belts.
2. Apply only while grounded on it
Add the surface velocity to the player's horizontal motion only while is_on_floor() and the floor is the conveyor, so jumping off it removes the push immediately.
3. Combine, don't overwrite
Add the belt velocity to the player's own input velocity rather than replacing it, so the player can still walk against or with the belt as expected.
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.