Quick answer: Detect a crush as the player being trapped between the crusher and the floor, kill on that pinned condition, and slow or sweep the crusher so it cannot pass through without registering.

A crusher that fails to kill a pinned player undermines the hazard. Detect the squeeze between the crusher and the ground rather than relying on a single contact frame.

How to fix it

1. Detect a pinned condition

Kill the player when they overlap the crusher and also overlap the floor beneath, meaning they are pinned with nowhere to go, rather than on a momentary touch that fast motion can skip.

2. Sweep fast crusher motion

Move the crusher in smaller steps or check its swept path so it cannot teleport past the player in one tick without ever overlapping them.

3. Reset the crusher on respawn

When the player dies and respawns, return the crusher to the top of its cycle so the next attempt presents the same timing rather than a mid-stroke state.

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.