Quick answer: Set the NavigationAgent's target_position whenever the AI's decision picks a new destination, and only then read get_next_path_position to move.
A Godot enemy that decides to chase a new target but keeps walking to where the old one was never updated its NavigationAgent target. Pushing the new destination into the agent fixes the desync. Here is how.
How to fix it
1. Update target_position on decision change
Whenever the behavior selects a new goal, call nav_agent.target_position = new_goal so the agent recomputes its path instead of finishing the stale one.
2. Drive movement from the agent
Move using nav_agent.get_next_path_position() each physics frame rather than steering directly toward the raw goal, so the path reflects the current target.
3. Throttle target updates
Avoid setting target_position every frame to the same value, which can reset pathing; update it only when the destination actually changes to keep movement smooth.
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.