Quick answer: Enable continuous collision detection on the projectile body, or move it with a raycast/shape cast each frame and stop at the first hit along the path.

A bullet that flies straight through a fence moved past the collider between frames. Sweeping its motion with a raycast or enabling CCD catches the wall. Here is how.

How to fix it

1. Move with a raycast

Each frame, cast a ray from the projectile's last position to its next position with PhysicsDirectSpaceState or a RayCast. If it hits, place the projectile at the hit point and resolve the collision there.

2. Enable CCD on the body

For a RigidBody-based projectile, set continuous_cd so Godot tests the swept motion instead of a single-frame overlap.

3. Avoid teleport-style movement

Do not set global_position directly by a large step. Use move_and_collide with the frame delta so the engine resolves contacts along the way.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.