Quick answer: When a double-click is detected, gather same-type units but intersect that set with the on-screen viewport rectangle before selecting.

Double-clicking a marine should select the marines you can see, not every marine on the map. The standard RTS behavior restricts the type-match to the visible screen. Here is how to implement that constraint.

How to fix it

1. Detect the double-click

Track time between clicks on the same unit; if the second click lands within the double-click threshold on a unit of the same type, switch to select-by-type mode instead of single-select.

2. Restrict to the viewport

Build the candidate list from units whose screen position is inside the visible rectangle, then keep only those matching the clicked unit's unit_type. Off-camera units are excluded.

3. Offer Ctrl for map-wide

If you want a map-wide variant, bind it to Ctrl+double-click so the default stays viewport-scoped and predictable.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.