Quick answer: Bounds-check indices at use, iterate with for item in array where possible, and treat sizes as dynamic — anything can shrink between frames.
GDScript checks every array access and stops on the first out-of-bounds read. The message shows the index and size, which is half the diagnosis. Here is the other half.
How to fix it
1. Prefer iteration to indexing
for enemy in enemies: cannot go out of bounds; keep manual indices only where you truly need positions, and then check i < arr.size().
2. Never assume non-empty
get_children()[0], get_overlapping_bodies()[0], and pop-from-queue patterns crash on empty; check is_empty() first or use front() with a guard.
3. Distrust persisted indices
Save files carrying slot numbers or level indices meet smaller arrays after updates — clamp on load, discard invalid entries, and log the mismatch.
4. Watch mutation during iteration
Removing elements while looping by index skips or overruns; iterate a duplicate (for e in enemies.duplicate()) when the loop can mutate the 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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.