Quick answer: Add hysteresis: keep the current target unless a new one exceeds it by a margin, and require the lead to hold for a short dwell time before switching.

An enemy that twitches between two nearby players is re-picking the closest target each frame. Add a switching margin and dwell time so aggro stays committed. Here is how.

How to fix it

1. Add a switch margin

Only change targets when a contender beats the current target's threat or proximity by a clear margin, so a tiny distance difference does not flip aggro.

2. Require a dwell time

Make the contender hold its lead for a short period before the switch commits, which prevents oscillation when two targets repeatedly cross the threshold.

3. Use a threat score, not raw distance

Weight target selection by accumulated threat from damage and proximity rather than pure distance, so aggro behaves predictably and feels intentional.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.