Quick answer: Set the AnimationTree's root_motion_track to the skeleton root, then in _physics_process apply get_root_motion_position to the CharacterBody3D each frame.

Godot extracts root motion only if you point the AnimationTree at the root track and then apply it yourself. If the character walks in place, one of those steps is missing. Here is the fix.

How to fix it

1. Set the Root Motion Track

In the AnimationTree inspector, set Root Motion > Track to the path of the root bone position track. Without it get_root_motion_position() stays zero.

2. Apply the motion in code

Each physics frame, take anim_tree.get_root_motion_position(), transform it by the body's basis, and move the CharacterBody3D. Godot extracts but does not auto-apply root motion.

3. Use RootMotionView to verify

Add a RootMotionView node as a child to visualize the extracted motion in the editor. If the gizmo moves but the body does not, your apply code is the gap.

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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.