Quick answer: Declare the uniform array with a constant size, send exactly that many elements as a packed array, and pad unused slots rather than resizing at runtime.
GLSL-style shader uniform arrays in Godot have a compile-time fixed length. Passing a shorter or longer array than declared causes a mismatch, so values are dropped or ignored. Here is how to fix it.
How to fix it
1. Match the declared length
If the shader declares uniform vec4 points[16];, send a packed array of exactly 16 elements via set_shader_parameter("points", arr).
2. Pad unused slots
When you have fewer real values, fill the remaining slots with a sentinel (such as a zero alpha) and have the shader skip them using a separate count uniform.
3. Use the correct packed type
Send PackedVector4Array or PackedFloat32Array matching the element type; a generic Array of mixed types will not bind to a typed uniform array.
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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.