Quick answer: Ensure tiles have continuous collision polygons that meet exactly at cell edges, adjust the physics quadrant/rendering quadrant size, and prefer a single TileMapLayer for the collision surface.
Your character occasionally gets stuck or clips through the floor exactly where two regions of the tilemap meet. Per-chunk collision bodies are leaving a seam.
How to fix it
1. Make tile collision polygons meet exactly
In the TileSet physics layer, give floor tiles full-cell collision polygons whose edges line up precisely with the cell boundary so adjacent tiles form a continuous surface.
2. Tune the quadrant size
Adjust the TileMap rendering/physics quadrant size so chunk seams do not land where the player runs fast; larger quadrants reduce the number of seams.
3. Use one collision layer
Keep the walkable collision on a single TileMapLayer rather than splitting it across layers, so the generated bodies form one consistent shape without inter-layer gaps.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.