Quick answer: Apply forces or impulses (or set linear_velocity) instead of position, make sure the body is not frozen or asleep, and use a CharacterBody2D instead if you want direct control.
A RigidBody2D that will not respond is usually being driven the wrong way. The physics engine owns its position, so setting it directly is ignored or fights the simulation. Here is how to move it properly.
How to fix it
1. Use forces, impulses, or velocity
Move a RigidBody2D with apply_force, apply_impulse, or by setting linear_velocity — not by writing position. Direct position writes are overwritten by the physics step or cause jitter.
2. Check it is not frozen or sleeping
A body with freeze enabled, or one that has gone to sleep, ignores small forces. Disable freeze, set can_sleep off if needed, or wake it so your input registers.
3. Use CharacterBody2D for direct control
If you want to set velocity and call move_and_slide for a player, CharacterBody2D is the right node. RigidBody2D is for fully simulated objects, and fighting its simulation is the usual mistake.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.