Quick answer: Use a double-precision Godot build or floating origin to keep coordinates small, and enable continuous collision detection so fast bodies cannot tunnel regardless of position.

Tunneling only far from origin is float precision degrading collision. Keeping coordinates small and enabling CCD fixes it. Here is how.

How to fix it

1. Keep coordinates small

Use a precision=double build or a floating-origin scheme so physics never operates at coordinates large enough for position rounding to skip thin colliders.

2. Enable continuous collision detection

Turn on CCD for fast-moving bodies so the engine sweeps the motion instead of testing only discrete positions, catching collisions even when steps are large.

3. Avoid extreme world scales

Do not place the active gameplay area tens of thousands of units out by default; anchor the play space near origin and rebase as the player travels.

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.