Quick answer: Add conditions that narrow to the specific member type or use instance variables to filter, and avoid mixing family and individual-object picks that conflict.
Family picking spans every member type, so a broad family action hits more than you expect. Narrowing within the family fixes which objects are affected. Here is how.
How to fix it
1. Narrow with a member condition
Add a condition on the specific object type (or on a family instance variable like Family.type = "enemy") before the action so only the intended members are picked.
2. Avoid conflicting picks
Picking the family and the individual member in the same event can produce an empty or unexpected set. Pick at one level consistently within an event.
3. Use instance variables to tag
Give family members a shared instance variable and filter on it. This lets one family event target a subset cleanly without listing each object type.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.