Quick answer: Call get_tree() after the node enters the tree (in _ready or later), check is_inside_tree() first, and avoid using it in _init or on freed nodes.
get_tree() returning null means the node is not in the tree when you call it. Calling it at the right time fixes it. Here is how.
How to fix it
1. Call it after entering the tree
get_tree() is valid once the node is in the scene tree. Use it in _ready or later, not in _init or the constructor, where the node is not yet attached and the tree is null.
2. Check is_inside_tree
Before calling get_tree() in code that might run while detached, check is_inside_tree(). This avoids the null when a node is being set up or torn down.
3. Avoid it on freed nodes
A node that has been freed (or is mid-free) returns null from get_tree(). Do not access the tree from a node after queue_free; do that work before freeing or from a live node.
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.