Quick answer: Match the Array's dimensions to the data, load with the Array's Load action from a valid Construct array JSON, and index with the correct axis order.

You load your level data JSON into an Array but At(x,y) returns the wrong value. Construct's Array is 3D and the JSON must match its shape, or the cells shift. Align the dimensions and axis order.

How to fix it

1. Use Construct's array JSON format

Load from JSON expects Construct's own array export format with size and data; feeding it arbitrary JSON will not populate cells correctly.

2. Match width, height, and depth

Set the Array's size to match the data before or via the load; a 2D table is width x height with depth 1, and getting the axes backward swaps rows and columns.

3. Index in the right order

Read with Array.At(x, y, z) using the same axis meaning you authored, so column/row indexing stays consistent with the imported layout.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.