Quick answer: Keep physics bodies at scale 1, size the CollisionShape resource directly, and do not place rigid bodies under scaled parents.
After you scale a container node, the rigid bodies inside start rotating on their own and never stop. Godot does not support scaled physics bodies; the skewed transform injects spurious angular velocity. Removing the scale fixes it.
How to fix it
1. Remove scale from the physics body
Ensure the RigidBody2D and its ancestors have a scale of (1, 1); Godot explicitly does not support scaled physics bodies and warns about it in the editor.
2. Resize the shape resource
Change the CollisionShape2D's shape size (e.g. the rectangle extents or circle radius) directly to make the body bigger or smaller, instead of scaling a parent.
3. Restructure the scene tree
Move the rigid body out from under any scaled node so the physics transform stays orthonormal and the solver does not receive a skewed basis.
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.