Quick answer: Set the arrival radius smaller than the minimum waypoint spacing, advance the index by one per arrival, and wrap or ping-pong the index cleanly at the ends.
A guard that visibly skips patrol nodes or appears to snap from one to a distant one has an arrival radius bigger than its waypoint gaps. Tightening the radius and advancing one step at a time fixes it. Here is how.
How to fix it
1. Shrink the arrival radius
Make the reached threshold smaller than the closest distance between two waypoints so the agent only counts the one waypoint it is actually standing on.
2. Advance one index per arrival
Increment the waypoint index by exactly one when reached and clamp/wrap it, rather than searching for the nearest point which can jump backward or skip ahead.
3. Decouple looping from ping-pong
Choose explicit loop or ping-pong logic for the route ends; mixing them or using modulo incorrectly causes the agent to teleport from the last point to the first.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.