Quick answer: Use rotate_toward(from, to, max_delta) or wrap the angle difference to -PI..PI so the rotation always takes the shortest path.
A character that spins almost all the way around to face something just behind it is turning the long way. Using the shortest signed angle fixes the rotation. Here is how.
How to fix it
1. Use rotate_toward
Replace manual angle stepping with rotation = rotate_toward(rotation, target_angle, turn_speed * delta), which always turns along the shorter arc and clamps the step.
2. Wrap the difference yourself
If you compute the step by hand, take var diff = angle_difference(rotation, target_angle) first; it returns the signed shortest difference in -PI..PI.
3. Cap the per-frame step
Clamp the applied rotation to turn_speed * delta so fast target changes do not cause an instant snap, while still respecting the shortest direction.
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.