Quick answer: Find which operand is Nil, initialize it (or default the lookup with dict.get(key, 0)), and add type hints so the compiler catches Nil-typed expressions before runtime.

GDScript will not add Nil to a number, and this error names the two types that collided. One of them came from a value you thought was set. Here is where Nils sneak into arithmetic.

How to fix it

1. Default your Dictionary reads

score += data["bonus"] dies when the key is absent; score += data.get("bonus", 0) makes the miss a harmless zero.

2. Initialize before accumulate

A var total declared without a value is Nil — write var total := 0 so accumulation loops start from a number.

3. Check the function returns

Every code path in a value-returning function needs a return; the fall-through path returns Nil and poisons downstream math.

4. Add static types

With var speed: float and typed function signatures, the analyzer flags most of these at edit time instead of mid-playtest.

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.