Quick answer: On entering each step, check whether its completion condition is already satisfied before waiting for the event, and advance immediately if so.

If a player jumps before the jump tutorial starts listening, the step waits for an event that already happened. Check the condition on entry. Here is how.

How to fix it

1. Check the condition on entry

When a tutorial step activates, immediately evaluate whether its goal is already met, for example whether the player is already crouching, and advance without waiting if it is.

2. Subscribe before showing the prompt

Register the event listener before displaying the instruction, so an action taken the instant the prompt appears is still captured.

3. Poll state as a fallback

For steps tied to a continuous state rather than a one-shot event, poll the condition each frame instead of relying solely on an edge-triggered event you might miss.

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 Construct 3 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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.