Quick answer: Set collision layers and masks so the body and wall actually test against each other, move characters with move_and_slide or move_and_collide, and thicken thin walls or raise the physics tick for fast bodies.

A body that slips through walls is either not being checked for collision at all (a layer/mask mismatch) or moving too fast for discrete detection. The two causes look identical but have different fixes. Here is how to tell them apart.

How to fix it

1. Check collision layers and masks

A body only collides with another when its mask includes the other's layer. If they do not overlap, no collision is tested and the body passes straight through. Set the layer and mask so they intersect.

2. Use move_and_slide or move_and_collide

Setting position directly teleports past walls. Move CharacterBody nodes with move_and_slide so the engine resolves contacts along the path. For RigidBody, apply forces rather than setting position.

3. Thicken walls and raise the tick for fast bodies

Very thin colliders are easy to tunnel through; give them depth. For bullets and fast movers, increase Physics Ticks Per Second in project settings so each step covers less distance.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.