Quick answer: Pick the intended instances with conditions before the For Each, run For Each on the specific object type, and check that no earlier event left a stale picked set.

For Each only loops the instances picked at that point in the event. Wrong picking means wrong iteration. Controlling the picked set before the loop fixes it. Here is how.

How to fix it

1. Narrow picking before the loop

Add conditions (for example Enemy.health < 10) above the For Each so it iterates only the matching instances. With no filter, For Each walks every instance of the object.

2. Loop the right object

Use For Each Enemy when you want one pass per enemy. Mixing For Each over a family or a different object than the one you act on iterates a set you did not intend.

3. Watch for inherited picking

Conditions in the same event modify the picked set that the For Each sees. If an earlier condition already filtered or expanded the selection, the loop reflects that, not the full object list.

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.