Quick answer: Combine flow-field steering with a separation force and assign distinct arrival slots so units fan out around the goal.

Order ten units to a spot and they pile onto one tile, jittering against each other. Flow fields move groups efficiently but need separation and slot assignment near the goal. Here is how to spread them.

How to fix it

1. Add a separation steering force

Blend the flow-field direction with a separation vector that pushes a unit away from neighbors within a small radius. Weight separation higher as units approach the goal.

2. Assign arrival slots

Generate a ring or grid of goal offsets sized to the group count and assign each unit a unique slot. Units then path to distinct cells instead of one shared cell.

3. Stop when settled

Mark a unit arrived once it is within its slot radius and its velocity drops below a threshold, then disable its steering so settled units do not get shoved by latecomers.

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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.