Quick answer: Add a picking condition (collision, Pick by comparison, Pick nearest, or Pick by UID) before the action so only the intended instance is in the picked list.

If you never pick a specific instance, Construct 3 acts on all of them — the default SOL is the whole object. Adding a pick condition first targets the one you mean. Here is how.

How to fix it

1. Add a picking condition

Use a condition like Pick nearest, Pick by comparison, or a collision that references the object before your action. That condition reduces the SOL to the instances you want.

2. Pick by UID for a known one

When you stored an instance's UID, use Pick by unique ID to select exactly that instance regardless of how many exist, then act on it.

3. Remember triggers pick for you

A collision or on-click trigger already narrows the SOL to the involved instance. If you also need a second object, pick it explicitly, since only the triggering object is auto-picked.

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.