Quick answer: Follow the navigation corridor's next waypoint rather than steering straight at the goal, add a stuck-detection timer that repaths, and keep the agent radius inside the navmesh.
An enemy walks toward you, hits a wall corner, and freezes there forever. It is steering directly at the goal instead of following the path around the obstacle. Here is how to free it.
How to stop it
1. Steer toward the next waypoint
Seek the next corner of the computed navigation path, not the final goal position. Steering straight at a target behind a wall drives the agent into the corner with no way out.
2. Detect being stuck and repath
Track how far the agent has actually moved over a short window. If it has barely moved while trying to advance, request a fresh path or nudge it off the wall before resuming.
3. Keep the agent on valid navmesh
Ensure the agent's radius and the navmesh agent bake settings match, so the path never hugs an edge tighter than the body can fit. An over-tight corridor traps wide agents in corners.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.