Quick answer: Use CSG for prototyping and bake it to a static mesh for runtime, avoid changing CSG every frame, and keep CSG hierarchies simple.
CSG performance problems come from runtime mesh regeneration. Baking it fixes them. Here is how.
How to fix it
1. Bake CSG to a mesh
CSG is great for blocking out levels but regenerates its mesh whenever it changes. For shipping, convert the CSG result to a static MeshInstance so there is no runtime CSG cost.
2. Do not modify CSG every frame
Changing CSG operands or transforms regenerates the mesh, which is expensive. Avoid animating or frequently updating CSG at runtime; use regular meshes for anything dynamic.
3. Keep hierarchies simple
Deep, complex CSG trees are costly to evaluate. Keep CSG hierarchies shallow during prototyping, and bake early, so you are not paying to regenerate complex CSG during play.
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.