Quick answer: Use a value tween with an update callback (or method tween) that writes the interpolated value to the transform property every frame.

You set up a tween from 0 to 1 and watch the number animate in the inspector, but the object does not move. A value tween only changes the variable; you still have to apply it to the transform each frame. Wiring the callback connects them.

How to fix it

1. Apply the value in the update callback

Use DOTween's DOTween.To(() => v, x => v = x, end, dur) and inside the setter also assign it to the transform, or tween the transform property directly so the assignment is implicit.

2. Or tween the property directly

Prefer transform.DOMove, Godot's tween_property(self, "position", ...), or the equivalent so the library writes to the transform for you and there is no manual step to forget.

3. Verify the setter actually runs

Log or breakpoint inside the setter to confirm it is invoked each frame; if it never fires, the tween was killed or never started.

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 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.