Quick answer: Set the blend_position parameter every physics frame from the character's local movement direction using the AnimationTree's parameters path.
A BlendSpace2D mixes directional locomotion based on a 2D point. If the character always plays the same direction, blend_position is stuck. Here is how to drive it.
How to fix it
1. Write blend_position each frame
Set anim_tree.set("parameters/Locomotion/blend_position", dir) in _physics_process, where dir is the local-space movement vector. A static value samples one corner only.
2. Use the exact parameter path
The path must match the node name in the tree (for example parameters/Move/blend_position). A wrong path silently writes nothing and the blend never moves.
3. Normalize to the blend space range
Scale your input to match the BlendSpace2D's configured point range. Feeding raw world velocity can clamp to an edge and look frozen on one animation.
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.