Quick answer: Rotate the heading toward the target by at most a fixed number of degrees per second using rotate_toward or a clamped slerp, so the turn rate is bounded.

A homing missile that circles its target endlessly is turning too sharply or instantly. Capping the angular change per frame produces a smooth intercept curve. Here is the fix.

How to fix it

1. Clamp the turn per frame

Compute the desired heading angle, then move toward it with rotation = rotate_toward(rotation, desired, turn_speed * delta) so the missile cannot snap instantly.

2. Keep forward speed constant

Drive position with the heading at a fixed speed (velocity = Vector2.RIGHT.rotated(rotation) * speed) so only the direction changes, giving the characteristic pursuit curve.

3. Tune turn rate against speed

If the missile still spirals, its turn rate is too low for its speed; either raise the turn rate or lower the speed so its turning radius is small enough to catch the target.

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.