Quick answer: Update markers to the current objective target, project world to screen correctly with off-screen clamping, and refresh when objectives change.

Wrong quest markers are stale targets or bad projection. Here is how to fix them.

How to fix it

1. Track the current target

Point the marker at the active objective's current target, updating when the objective advances. A marker left on a completed or stale target sends the player to the wrong place.

2. Project to screen correctly

Convert the target's world position to screen space correctly, handling targets behind the camera and clamping off-screen markers to the edge pointing toward the goal, so the marker is never misleading.

3. Refresh on objective change

Refresh markers when the quest state changes so they reflect the new objective immediately. A marker that updates only on reload or area change points at the old objective until then.

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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.