Quick answer: Rely on the inherited pick when you do not add object conditions, and when you must re-filter, do it deliberately knowing it narrows the already-picked set, not the full list.

Sub-events start from the parent's picked instances, but a fresh object condition inside re-picks. Understanding that scope fixes confusing selection loss. Here is how.

How to fix it

1. Inherit the parent pick

A sub-event with no conditions on the object keeps exactly the instances the parent picked. Use plain sub-events to run extra actions on the same selection.

2. Know that conditions re-filter

Adding a condition on the same object inside the sub-event filters the already-picked set further. It does not start from all instances, so a too-strict condition can empty the selection.

3. Re-pick from scratch when needed

If you genuinely need a different set, add a System: Pick all on the object first, then your new conditions, so the sub-event picks from the full list rather than the inherited one.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.