Quick answer: Verify the attack range and line-of-sight conditions are reachable, ensure the state machine transitions into attack, and confirm the cooldown and attack execution work.
AI that approaches but does not attack is a range or state-transition problem. Here is how to fix it.
How to fix it
1. Check the attack range and sight
The AI usually attacks when within range and with line of sight. If the range is too small, or the sight check fails, it approaches but never qualifies to attack. Confirm the conditions can actually be met.
2. Ensure the state transition
The behavior tree or state machine must transition from chase to attack when in range. If that transition's condition is wrong or missing, the AI stays in chase forever. Verify it switches states.
3. Confirm cooldown and execution
An attack cooldown that never resets, or an attack action that fails silently, leaves the AI in attack state doing nothing. Check the cooldown clears and the attack actually executes.
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.