Quick answer: Decide a single source of motion: either consume root motion via RootMotionView/get_root_motion_position and drive the body from it, or strip root motion from the clip and move in code only.

Your character travels double the intended distance during a walk clip. The animation's root bone moves it and your movement code also moves it. Pick one source of truth to remove the doubling.

How to fix it

1. Consume root motion explicitly

Set a root motion track on the AnimationTree and drive the CharacterBody from get_root_motion_position(), removing your separate scripted translation so motion is not applied twice.

2. Or strip root motion on import

In the import settings remove the root bone's position track (or zero it) so the animation only poses the skeleton and your code is the single source of movement.

3. Keep the visual root separate

Offset the mesh under a non-physics node so the root bone animates the visuals while the physics body position comes from exactly one of code or root motion, never both.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.