Quick answer: Bind a distinct argument (an index or id) per button to the handler, or connect each button to its own handler, so the right logic runs.
A button signal firing for the wrong button is undistinguished connections. Binding an id fixes it. Here is how.
How to fix it
1. Bind a distinct argument per button
When several buttons share one handler, bind a unique argument (an index or id) to each connection, so the handler knows which button fired and runs the right logic. Without it, the handler cannot tell them apart.
2. Or connect to separate handlers
Alternatively, connect each button to its own handler function, so there is no ambiguity about which fired. This is clearer for a few buttons with distinct behaviors.
3. Check the bind values
If you bind arguments, confirm each button binds the correct value. A copy-paste error binding the same id to multiple buttons makes them all run the same branch. Verify each button's bound argument is unique and correct.
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 Godot 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.