Quick answer: Pick spawns only from the set of confirmed floor cells, and additionally check that the cell has enough clearance for the actor's footprint before accepting it.

An enemy or player that spawns buried in a wall is a generation validation gap. Restricting spawns to verified open cells with clearance fixes it.

How to stop it

1. Sample from a floor-cell list

Build a list of all walkable floor cells during generation and draw spawn positions only from that list, so no spawn can ever land on a wall cell.

2. Check actor clearance

Verify that the cells covered by the actor's footprint (and a small margin) are all floor, so a wide enemy does not spawn half-inside a wall even though its center cell is open.

3. Reject and resample on failure

If a candidate fails the clearance check, draw another from the floor list rather than nudging it; nudging can push it into adjacent walls. Cap attempts and fall back to a known-good cell.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.