Quick answer: Normalize the combined input vector before scaling by speed: (Input.get_vector(...)).normalized() * speed, capping its length at 1.

If your character sprints noticeably faster when moving diagonally, the input vector is longer than 1 on the diagonal. Normalizing it equalizes speed in all directions. Here is the fix.

How to fix it

1. Normalize the input vector

After summing axis inputs, call input.normalized() so a full diagonal has length 1, then multiply by speed. This makes every direction the same speed.

2. Use get_vector when possible

Godot's Input.get_vector(left, right, up, down) already returns a vector clamped to length 1, handling the diagonal case for you without manual normalization.

3. Preserve analog magnitude

For gamepad sticks do not force length 1; instead clamp with input.limit_length(1.0) so partial tilts stay slow while full tilt is capped.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.