Quick answer: Build the ray with camera.project_ray_origin(mouse) and camera.project_ray_normal(mouse), then query the physics space over a long enough distance.
If clicking in a 3D Godot scene selects the wrong object or misses entirely, the picking ray is not projected from the camera through the cursor. Building it properly fixes selection. Here is how.
How to fix it
1. Project origin and direction
Get var from = camera.project_ray_origin(event.position) and var dir = camera.project_ray_normal(event.position). Together they define the world-space ray under the cursor.
2. Query the physics space
Build a PhysicsRayQueryParameters3D.create(from, from + dir * 1000.0) and call get_world_3d().direct_space_state.intersect_ray(query) to find the first hit.
3. Set collision layers and masks
If the ray hits nothing, confirm the target bodies are on a layer included in the query's collision_mask and that they have collision shapes enabled.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.