Quick answer: Use a reliable trigger and a clear open/closed/opening/closing state machine, check the doorway is clear before closing, and handle interruptions.

Door bugs are trigger and state-machine issues. A clear state machine fixes them. Here is how.

How to fix it

1. Use a clear state machine

Model the door with explicit states — closed, opening, open, closing — and well-defined transitions. Ad-hoc open/close logic gets stuck between states or double-triggers. A state machine makes the behavior predictable.

2. Check the doorway before closing

Before closing, check that nothing (the player, an object) is in the doorway, so the door does not close on them. An auto-closing door that ignores occupants traps or damages the player.

3. Handle interruptions

Handle a door being triggered mid-animation (open again while closing) by transitioning cleanly from the current state, rather than restarting or jamming. Robust interruption handling prevents the door getting stuck.

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 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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.