Please Help! Weird Overlap Bug - Seasoned Gamesalad Users

Hi,
Posting this problem is my last resort I have been over and over my logic for days and not found the cause of this issue and my personal deadline for submitting to apple is this weekend.
So I have a scene which will end and change scene if a moveable actor tag collides or overlaps with a non-moveable actor. The moveable actors are fairly complex as when touched they are constrained to the touch co-ordinates and they are all recycled instead of spawning, they also have heavy animations rules.
Every now and then the scene will change when an actor of a different tag (not the one within the rule to trigger a change scene) overlaps with the non-moveable actor.
I've tried:
-Checking all logic of every actor in the scene
-Rebuilding with spawn and destroy rules for moveable actors and therefore simplifying the overall logic load
-Rebuilding the moveable actors logic from scratch without copying them from other actors
-Using individual actor types instead of a tag as the trigger for the change scene
-Removing the change scene rule and replacing it with an attribute change that triggers the change scene in another actor separate from the non-moveable one with the collide/overlap rule
-Pulling my hair out and lying in bed at night wondering why the hell this happens :P
It's incredibly frustrating and I'm thinking it's something to do with memory usage confusing the rule?
Has anyone suffered from anything similar and can any of the seasoned gamesalad users help me, or provide any advice?
Thanks
Posting this problem is my last resort I have been over and over my logic for days and not found the cause of this issue and my personal deadline for submitting to apple is this weekend.
So I have a scene which will end and change scene if a moveable actor tag collides or overlaps with a non-moveable actor. The moveable actors are fairly complex as when touched they are constrained to the touch co-ordinates and they are all recycled instead of spawning, they also have heavy animations rules.
Every now and then the scene will change when an actor of a different tag (not the one within the rule to trigger a change scene) overlaps with the non-moveable actor.
I've tried:
-Checking all logic of every actor in the scene
-Rebuilding with spawn and destroy rules for moveable actors and therefore simplifying the overall logic load
-Rebuilding the moveable actors logic from scratch without copying them from other actors
-Using individual actor types instead of a tag as the trigger for the change scene
-Removing the change scene rule and replacing it with an attribute change that triggers the change scene in another actor separate from the non-moveable one with the collide/overlap rule
-Pulling my hair out and lying in bed at night wondering why the hell this happens :P
It's incredibly frustrating and I'm thinking it's something to do with memory usage confusing the rule?
Has anyone suffered from anything similar and can any of the seasoned gamesalad users help me, or provide any advice?
Thanks
Comments
FPS 58.14
Images: 25.6MB
Sounds: 2.0MB
Game Engine: 22.2MB
Other: 8.7MB
Total: 58.5MB
Any invisible actors that could be the cause of the bad trigger?
Perhaps the collision shape of the actor which is animated is actually bigger than what you see overlapping or the collision shape of the non-movable actor is rectangle instead of circle or vice versa.
thanks for the reply
invisible actors no, as i setup a debug text actor to tell me which actor last collided with the non-movable actor before the scene changes and when this bug occurs it is always the incorrect one
collision shape same as above, that would also show up on the debug text actor
frustrating to say the least, i'll keep trying to figure it out but not sure what i can do without a complete re-write which would be massive
I've checked every actor in the scene to make sure there are no phantom instances or rules in any legit instances that could be causing this.
There are two types of movable actors in the scene each with a goal and and lets say a fail goal. Now the second of the two was originally a copy of the first as It has the same behaviour just a different goal and art assets (the fail goal rule is in an entirely different actor, the non-movable one). Now I have rebuilt the movable actors in question from the 1st copy as mentioned above but I will try rebuilding as a completly new actor just invade gamesalad thinks it's an actor of the other type (maybe if memory becomes too high)