Quick answer: Transition to a search behavior on reaching the last-known position, and after a timeout return to patrol instead of standing on a stale point.

An enemy that runs to where you were and then just stands there is missing a search-and-give-up state. Add one. Here is the fix.

How to fix it

1. Transition on arrival

When the enemy reaches the last-known position and still has no sight of the target, switch it into a short search behavior rather than leaving it parked there.

2. Time out to patrol

If the search expires without reacquiring the target, transition the enemy back to its patrol or idle state so it does not stay frozen on a stale point.

3. Refresh last-known while visible

Continuously update the last-known position only while the target is actually in line of sight, so the enemy chases a current trail rather than an outdated one.

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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.