Quick answer: Each step, test whether any qualifying object overlaps the button and set the door's open state from that boolean, so the door stays open exactly as long as the button is depressed.

A hold-to-open door must reflect the button's current state every frame, not a single press event. Drive the door from a continuous overlap check.

How to fix it

1. Check overlap every step

In the button's Step event set pressed = place_meeting(x, y, obj_player) || instance_place(x, y, obj_crate) != noone so the state reflects whatever currently weighs it down.

2. Drive the door from the state

Open the door while pressed is true and close it when false, rather than toggling on a one-time collision event that fires only at the instant of stepping on.

3. Support latching variants where needed

If a puzzle needs the door to stay open after the button is released, add a separate latched flag set on first press; keep momentary buttons purely state-driven.

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 GameMaker 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.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.