Quick answer: Use the TileMap's terrain/merged collision, round the body's collision shape corners, or add a small safe margin so the body slides over internal seams.
Sliding along a wall built from tiles, your character periodically hitches at tile boundaries. The body is catching the seam between adjacent tile colliders. Merged collision and a rounded shape make the slide smooth.
How to fix it
1. Use a capsule or rounded shape
Give the CharacterBody2D a capsule or circle collision shape rather than a sharp-cornered rectangle, so it glides over the internal edges between tiles instead of catching them.
2. Increase the collision safe margin
Raise the body's safe_margin slightly so minor seam discontinuities between tile colliders are absorbed rather than registered as wall hits.
3. Merge tile collisions
Where the engine allows, build the wall collision as fewer larger shapes (or a single StaticBody2D) so there are no internal seams along the player's path.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.