Quick answer: Feed the NavigationAgent's next path position in as the desired velocity and let its built-in avoidance produce the safe velocity, instead of running a second avoidance layer on top.

A Godot agent that shudders or stops where its path passes near a dynamic obstacle has two steering systems fighting. Letting the NavigationAgent own avoidance fixes the conflict. Here is how.

How to fix it

1. Use one avoidance source

If avoidance_enabled is on, set velocity toward get_next_path_position() and move using the velocity_computed signal's safe velocity; do not also run your own separator force.

2. Avoid only dynamic agents

Reserve avoidance for moving agents and obstacles the navmesh does not bake in; static geometry should be handled by the baked navigation path, not re-avoided every frame.

3. Damp the response

If you must add custom steering, smooth it over a few frames and clamp its weight so it nudges rather than yanks, preventing the rapid back-and-forth tug.

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.