Quick answer: Bake a navigation region that covers the area, set a reachable target_position, and move the agent toward get_next_path_position each physics frame.
A NavigationAgent that stands still usually has no navmesh to walk on or is not being moved along the path it computed. Both are quick to verify. Here is how.
How to fix it
1. Bake a navigation region
The agent needs a NavigationRegion with a baked navigation polygon or mesh covering the floor. Without it there is nowhere to path; bake the region so the navigable area exists.
2. Set a reachable target
target_position must lie on the navigable area. A goal outside the navmesh yields an empty or clamped path. Confirm both the agent and target sit on baked navigation.
3. Drive the agent along the path
The agent computes a path but does not move itself. Each physics frame, read get_next_path_position and move the body toward it with move_and_slide, then the agent advances along its route.
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 Godot 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.