Quick answer: Spawn the grenade slightly ahead of the muzzle with a clear-space check, ignore collision with the thrower for the first moments, and cap the corrective restitution off close surfaces.

Throwing near a wall or while moving forward, the grenade rebounds straight into your feet. It is spawning inside a collider and getting ejected backward. Spawning in clear space fixes it. Here is how.

How to fix it

1. Spawn in clear space ahead

Offset the spawn forward from the hand and raycast that short distance first; if blocked, drop the grenade at the last clear point instead of pushing it into the wall where the solver will reject it.

2. Ignore the thrower briefly

Disable collision between the grenade and the player (and their capsule) for a short window after release so a forward throw while running cannot bounce off the player's own body.

3. Tame restitution near surfaces

Use a moderate bounciness and apply the launch velocity after the grenade is confirmed outside all colliders, so a wall an inch away does not mirror the full throw speed back at you.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.