Quick answer: Detect any qualifying object on the plate, track how many are on it, and trigger on the transition between empty and occupied rather than per-contact.
Unreliable pressure plates are detection and state issues. Here is how to fix them.
How to fix it
1. Detect qualifying objects
Detect any object that should activate the plate (the player, pushable boxes), not just one specific type. A plate that only detects the player ignores the box the puzzle expects to weigh it down.
2. Count objects on the plate
Track how many qualifying objects are on the plate, activating when the count goes above zero and deactivating when it returns to zero. This handles multiple objects and prevents one leaving from deactivating while another remains.
3. Trigger on transitions
Fire the activate and deactivate events on the transition between empty and occupied, not on every contact event. Per-contact triggering double-fires as objects jitter on the plate, causing flickering state.
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.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.