Quick answer: Enable avoidance on the NavigationAgent2D, feed your desired velocity to set_velocity, and move the body using the velocity returned by the velocity_computed signal.
Your Godot agents path correctly but clip straight through one another. Either avoidance is off or you are moving with the raw path velocity instead of the avoidance-corrected one. Here is how to wire it up.
How to fix it
1. Enable avoidance
Turn on avoidance_enabled on the NavigationAgent2D and set a sensible radius and neighbor_distance. With avoidance disabled, the agent never considers other agents at all.
2. Use the computed safe velocity
Call set_velocity(desired) and then move the body with the velocity delivered by the velocity_computed signal, not your original desired velocity. Moving with the raw velocity bypasses the avoidance solver entirely.
3. Tune to stop jitter
If agents shake when crowded, raise time_horizon and max_neighbors moderately and ensure radii are not larger than the actual bodies, which causes constant over-correction.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.