Quick answer: Check each frame whether the camera is below the water height and toggle an underwater post-process (blue tint, dense fog, screen distortion) on entry and off on exit.
Swimming below the surface looks identical to above water, with clear air instead of murky blue. The underwater look needs an explicit check of the camera against the water level to switch the post-processing.
How to fix it
1. Detect submersion
Compare the camera's world Y against the water surface height (or sample a wave height function at the camera XZ) each frame to know when the view is underwater.
2. Swap environment and post
When submerged, enable a denser blue fog, lower the far distance, add a subtle screen distortion, and dim the sun; restore the surface environment when the camera rises above the water.
3. Handle the boundary cleanly
Add a small hysteresis band around the surface and consider a split-screen waterline effect so the transition at the exact surface height does not flicker as small waves cross the camera.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.