Quick answer: Assign each agent a distinct nearby goal position, use avoidance and arrival radii, and stop agents when close enough rather than forcing them onto one point.
Agents clumping at a goal share one destination with no spacing. Distributing the goals fixes it. Here is how.
How to fix it
1. Give each agent a distinct goal
Instead of sending every agent to the identical point, assign each a unique position around the destination (a formation or ring), so they spread out rather than fighting for one spot.
2. Use arrival radii
Let agents stop when within an arrival radius of the goal rather than reaching the exact point. This prevents the pile-up of agents all trying to occupy the same coordinate.
3. Apply avoidance
Enable local avoidance so agents steer around each other near the goal, settling into available space instead of shoving through one another into a jittering clump.
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 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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.