Quick answer: Multiply movement by delta in _process, or do movement in _physics_process where the step is fixed, so speed is the same on every machine.

A character that is faster on a 144 Hz monitor is moving per frame, not per second. Godot passes delta to your update functions precisely so you can convert. Here is how to apply it correctly.

How to fix it

1. Multiply by delta

In _process(delta), advance position by speed times delta. delta is the seconds since the last frame, making movement frame-rate independent.

2. Move in _physics_process for physics

Use _physics_process for anything involving bodies and move_and_slide; it runs at a fixed tick so motion is deterministic. Mixing rendering-rate movement into physics causes inconsistency.

3. Never advance by a constant per frame

Timers, cooldowns, and animations tied to frame count drift with frame rate. Express them in seconds and scale by delta so behaviour matches across devices.

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.