Quick answer: Make the final keyframe identical to the first (or remove the redundant end key), set the animation Loop Mode to Linear, and check interpolation is continuous across the wrap.
A walk cycle that ticks or pops every loop has a discontinuity between its end and start poses. Here is how to make the wrap seamless.
How to fix it
1. Match end pose to start pose
Copy the first frame's keys to the last frame (or delete the duplicate final key so the clip wraps cleanly). A different end pose causes the jump on each loop.
2. Set Loop Mode to Linear
In the Animation panel, set the clip's Loop Mode to Linear so interpolation continues across the wrap instead of clamping at the ends.
3. Check interpolation continuity
Ensure rotation tracks use consistent interpolation and that no track holds a different value at the boundary. A single off track can produce a visible per-loop snap.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.