Quick answer: Clamp the separation and total steering force, cap max speed, and raise cohesion relative to separation so the flock stays together.

Instead of forming a flock, your boids scatter to the edges of the world. Separation or unclamped acceleration is overpowering everything. Clamping forces and rebalancing fixes it. Here is how.

How to fix it

1. Clamp steering force and speed

Truncate the combined steering vector to a max force and clamp velocity to a max speed each frame, so a near-collision cannot produce a giant impulse that ejects a boid.

2. Lower separation weight

Reduce the separation weight until boids keep comfortable spacing without repelling each other off-screen, then nudge cohesion up to hold the group.

3. Cap the separation magnitude

Limit the per-neighbor separation contribution so a stack of nearby boids does not sum into an enormous repulsion force.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.