Quick answer: Add the physics and navigation layers in the TileSet, draw the collision and navigation polygons on each relevant tile for the correct layer index, and match the layer masks on the player and agent.

Your Godot tiles look right but the player walks through walls or the navigation agent will not path over them. The TileSet's physics or navigation layers are not set up per tile.

How to fix it

1. Define the layers in the TileSet

In the TileSet resource add the Physics Layer(s) and Navigation Layer(s) first; without a defined layer there is no slot to draw collision or nav polygons into.

2. Draw polygons on each tile

For every solid or walkable tile, open the tile in the TileSet editor and draw the collision polygon (physics layer) and/or navigation polygon (navigation layer); empty tiles contribute nothing.

3. Match layers and masks

Ensure the physics layer's collision layer matches the player's collision mask, and the navigation layer matches the agent's navigation layers, so detection and pathing actually use those tiles.

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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.