Quick answer: Call apply_central_impulse from _physics_process (or a direct state callback), unfreeze and wake the body, and make sure freeze_mode is not kinematic.
A Godot RigidBody3D that shrugs off apply_central_impulse is usually being pushed from the wrong callback, or is frozen or asleep. Calling it in the physics step on an awake dynamic body fixes it. Here is how.
How to fix it
1. Apply it in the physics step
Call apply_central_impulse from _physics_process or inside _integrate_forces, not from _process; impulses applied off the physics tick can be ignored or clobbered by integration.
2. Wake and unfreeze the body
If freeze is true or the body is sleeping, the impulse does nothing. Set freeze = false, ensure can_sleep handling wakes it, or call sleeping = false before applying.
3. Check the freeze mode
If the body must sometimes be frozen, use FREEZE_MODE_STATIC only when truly static; a kinematic-frozen body will not respond to impulses, so switch back to dynamic before pushing it.
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.