Quick answer: Drive the flash through a single tween or timer that always restores modulate to its base color, and cancel any in-progress flash before starting a new one.
An enemy takes a hit, flashes white, and then stays pale because a follow-up hit cut off the reset before it ran. The fix is to make the return to normal color unconditional and to cancel any overlapping flash so resets cannot be skipped.
How to fix it
1. Always reset to a stored base color
Capture the original modulate once, and at the end of the flash tween set modulate back to that stored value rather than assuming it was white.
2. Cancel overlapping flashes
Before starting a new flash, kill the previous flash tween (in Godot recreate the tween, in Unity kill the DOTween) so a second hit does not orphan the first reset.
3. Prefer a shader flash with a uniform
Use a flash shader driven by a single 0-to-1 uniform you tween down to zero; resetting one uniform is more robust than juggling modulate and never leaves a residual tint.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.