Quick answer: Put HUD objects on a non-scrolling layer with Parallax 0,0 and add the Anchor behavior so they stick to the chosen viewport edges as the window resizes.

In Construct 3 a score counter can slide off-screen when the browser window resizes because nothing pins it. A dedicated HUD layer plus the Anchor behavior locks each element to its corner.

How to fix it

1. Put the HUD on a non-scrolling layer

Create a separate layer for the HUD and set its Parallax to 0, 0 so it ignores camera scroll and always renders relative to the viewport, not the layout.

2. Add the Anchor behavior

Give each HUD object the Anchor behavior and set Left/Top/Right/Bottom edges so it stays glued to the corner or edge you choose as the viewport size changes.

3. Set a sensible fullscreen mode

In Project Properties pick a Fullscreen scaling mode like Letterbox scale so the viewport resizes predictably and the anchored HUD lands where you expect on every screen.

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 Construct 3 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.