Quick answer: Split the world into smaller streamed regions, persist a manager object across rooms, and stagger instance creation or use a single room with activated/deactivated regions.

Room transition freezes come from all instances being created at once. Smaller regions or staggered activation removes the freeze. Here is how.

How to fix it

1. Use one room with region activation

Keep the large map in a single room and use instance_deactivate_region/instance_activate_region around the player so only nearby instances are active, avoiding full room rebuilds.

2. Persist a streaming manager

Mark a controller object Persistent so it survives transitions and can create the next region's instances over several steps instead of all in one Create event.

3. Stagger heavy creation

Spawn expensive instances a few per step from a queue rather than in Room Start, so the transition frame does limited work and the game does not hitch.

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 GameMaker 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.