Quick answer: Add a line-of-sight raycast against the obstacle layer before the AI registers the player as seen, and account for partial cover and the player's stance.

AI seeing through walls is missing a line-of-sight check. Adding one against cover fixes it. Here is how.

How to fix it

1. Add a line-of-sight raycast

Before the AI counts the player as detected, cast a ray from the AI's eyes to the player against the obstacle layer. If it hits a wall first, the AI cannot see the player. Distance and angle alone are not enough.

2. Account for cover and stance

Check sightlines to multiple points (head, torso) and consider crouching behind partial cover. This makes perception respect cover the way players expect, rather than all-or-nothing visibility.

3. Tune detection over time

Combine line of sight with a detection buildup so a brief glimpse does not instantly alert. This both feels fair and avoids flickering detection as sightlines break and reconnect around cover.

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.