Quick answer: Add the system condition Trigger Once While True to the event, or restructure to a real trigger so the action runs only on the transition, not every frame.

A condition that stays true runs its actions every tick. Adding Trigger Once While True collapses that to a single run on the moment it becomes true. Here is how.

How to fix it

1. Add Trigger Once While True

Append the System: Trigger once while true condition to the event. The actions then fire only on the tick the other conditions first become true, not every tick after.

2. Use a real trigger when possible

If an event exists for the situation (on collision, on key pressed, on created), use it instead of polling a condition. Triggers inherently run once when the event happens.

3. Latch with a boolean

For more control, gate the action behind a boolean you set inside it, so it cannot run again until you explicitly reset the boolean when the situation ends.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.