Quick answer: Lock onto a target until it dies, leaves range, or a clear priority change occurs, instead of re-selecting every frame.

A tower that swaps targets each frame wastes its damage and looks broken. Locking the current target until it is invalid fixes the jitter. Here is how.

How to fix it

1. Keep a current target

Store the tower's current target and only fire at it. Do not run target selection every frame while a valid target is held.

2. Re-acquire on clear conditions

Pick a new target only when the current one dies, moves out of range, or becomes untargetable. This keeps the tower committed and consistent.

3. Apply the priority on acquire

When you do acquire, apply the chosen priority (first along path, strongest, closest) once, so the rule decides the lock rather than reshuffling targets continuously.

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 Unity 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.