Quick answer: Call Regenerate obstacle map after adding or removing obstacles, mark the right objects as obstacles, and avoid regenerating every tick because it is expensive.

In your Construct 3 game, enemies walk straight through towers or walls the player just placed. The Pathfinding behavior is still using the obstacle map from before they existed. Here is how to refresh it.

How to fix it

1. Regenerate the obstacle map

After placing or removing obstacles, run the Pathfinding behavior's Regenerate obstacle map action. The map is a snapshot taken at build time and does not auto-update when new objects appear.

2. Register the correct obstacles

Confirm the objects you placed are included as obstacles (via the behavior's obstacle settings or solid/custom obstacle configuration). An obstacle the behavior does not know about is invisible to pathfinding.

3. Regenerate sparingly

Regenerating is costly, so do it once after a batch of changes rather than every tick. Regenerate, then have affected units recalculate their paths, instead of rebuilding the whole grid continuously.

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 Construct 3 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.