Quick answer: Select the interactable by what the player is looking at or closest to, prioritize consistently, and update the target as the player moves and aims.

A wrong interaction prompt is arbitrary target selection. Choosing the best one fixes it. Here is how.

How to fix it

1. Select by aim or proximity

When several interactables are in range, pick the one the player is looking at (a forward raycast) or the closest, rather than whichever was detected first. Arbitrary selection prompts for the wrong object.

2. Prioritize consistently

Use a consistent priority — aim direction, then distance — so the chosen interactable is predictable. The player should be able to tell which object they will interact with from where they are aiming.

3. Update as the player moves

Re-evaluate the target each frame as the player moves and aims, so the prompt follows their focus. A target chosen once and not updated leaves the prompt on an object the player has turned away from.

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 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.