Quick answer: Tighten the navmesh against walls with correct agent radius, add avoidance for dynamic obstacles, and detect stuck agents to nudge or repath them.
AI stuck on geometry is usually a navmesh or avoidance gap. Fixing the navmesh and handling stuck agents keeps them moving. Here is how.
How to fix it
1. Fix the navmesh and agent radius
Build the navmesh with an agent radius that keeps paths away from walls, and close gaps where agents can wander off the mesh. A navmesh that hugs walls too tightly traps agents in corners.
2. Handle dynamic obstacles
Objects not baked into the navmesh (other agents, movable props) need runtime avoidance. Without it, agents push into them and stick. Enable avoidance or carve dynamic obstacles into the navmesh.
3. Detect and recover stuck agents
Track each agent's progress; if it has not moved for a while despite trying, repath it, nudge it off the obstacle, or teleport it to the nearest valid navmesh point so it never stays stuck.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.