Quick answer: Validate each spawn position against geometry and the navmesh before spawning, and adjust to the nearest clear, navigable point if the chosen spot is blocked.

Enemies inside walls come from spawning without checking the position is clear. Validating spawn points fixes it. Here is how.

How to fix it

1. Validate the spawn position

Before spawning, check the position is not overlapping geometry — an overlap test or a trace to the ground. A point chosen from a region or radius can easily land inside a wall.

2. Snap to the navmesh

Project the spawn point onto the nearest navmesh location so the enemy starts on walkable ground. This avoids spawning in the floor or off the navigable area where it cannot move.

3. Retry or skip blocked spawns

If a candidate position is blocked, pick another or skip it rather than forcing the spawn. A few retries against valid positions guarantees enemies appear in the open.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.