Quick answer: Move between discrete grid cells by interpolating to the target cell's exact position, store grid coordinates as integers, and snap to the exact cell center on arrival.
Grid movement drifting off-grid is accumulated float error. Snapping to exact cells fixes it. Here is how.
How to fix it
1. Store integer grid coordinates
Keep the authoritative position as integer grid coordinates, and derive the world position from them. Accumulating fractional world movement drifts off the grid over time; integer cells cannot drift.
2. Interpolate to the exact cell
When moving, interpolate from the current cell's world position to the target cell's exact world position, and set the final position precisely on arrival, rather than adding velocity that may overshoot.
3. Snap on arrival
When a move completes, set the position to the exact center of the destination cell. This corrects any tiny interpolation error so the character stays perfectly aligned to the grid.
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 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.