Quick answer: Store the map as nodes with explicit edges and only allow selecting a next node that is in the current node's outgoing-edge list.

If players can hop to any node regardless of the drawn paths, the map is not checking edges. Restricting selectable nodes to the current node's connected neighbors enforces routing.

How to fix it

1. Model the map as a graph

Represent each node with a list of outgoing edges to next-row nodes, and build the selectable set from the current node's edges, not from the whole next row.

2. Validate the click against edges

When a player clicks a node, confirm an edge exists from their current node; reject and ignore clicks on unreachable nodes.

3. Highlight only reachable nodes

Visually enable only the connected next nodes so the UI matches the rule and players are never tempted to click an illegal path.

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 Unity 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.