Quick answer: Use parity-dependent neighbor offsets for offset coordinates, or convert to cube/axial coordinates where neighbors are constant.

Hex maps trip people up because offset coordinates have different neighbors on even and odd rows. Using square-grid offsets produces broken paths. Here is how to get neighbors right.

How to fix it

1. Pick a coordinate system

Decide between offset (even-q/odd-q), axial, or cube coordinates. Cube and axial make neighbor math uniform; offset is friendlier for storage but needs parity handling.

2. Use parity-correct neighbors for offset

If you store offset coordinates, define separate neighbor offset tables for even and odd rows (or columns). Selecting the wrong table is the usual source of skipped tiles.

3. Convert for the search

The simplest robust fix is to convert offset to axial for the A* search, where the six neighbors are a constant set, then convert results back for rendering.

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.