Quick answer: Animate the water plane's base height on a slow sine cycle tied to the world clock, and update shoreline foam and buoyancy to use the current tide height.
Your sea sits at exactly one level forever; the beach never floods or drains. Tides require slowly raising and lowering the water height over the in-game day and updating everything that depends on it.
How to fix it
1. Animate the base height
Offset the water plane's base Y by a slow sine of the world clock (a tidal period of many in-game minutes) so the level smoothly rises and falls between high and low tide.
2. Update shoreline and physics
Feed the current tide height into shoreline foam, the buoyancy water level, and any submersion checks so the waterline, floating objects, and underwater detection track the tide.
3. Reveal tidal geometry
If rocks or paths should emerge at low tide, drive their wetness and any gating from the tide height so the world meaningfully changes as the water recedes.
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.