Quick answer: Use rotation for radians and rotation_degrees for degrees consistently, convert with deg_to_rad and rad_to_deg, and match the units the API expects.
Wrong rotation from degrees vs radians is a unit mismatch. Matching units fixes it. Here is how.
How to fix it
1. Use the right property
Set rotation with radians and rotation_degrees with degrees. Assigning a degree value (like 90) to the radians property rotates by 90 radians, a huge wrong amount. Match the value to the property's unit.
2. Convert explicitly
When you have a value in one unit and need the other, convert with deg_to_rad or rad_to_deg rather than passing it directly. Most trigonometric functions and the rotation property use radians.
3. Check the API's units
Different functions expect different units. Check whether an angle parameter is radians or degrees and pass the matching value, converting if needed, so the rotation is the amount you intend.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.