Quick answer: Compute on the worker, then either await the Task so the continuation resumes on the captured context, or enqueue the result for the main thread to apply in Update.

You offloaded pathfinding to a thread and now have a path, but assigning it to an agent on that thread throws. The work is done off-thread; only the apply step must come back. Here is the clean pattern for marshalling results home.

How to fix it

1. Await to resume on main

If you started the chain on the main thread, simply await the worker Task; the continuation resumes on the Unity context where you can apply the result safely.

2. Use a main-thread dispatcher

Maintain a ConcurrentQueue<Action> filled by workers and drained in Update(); each dequeued action applies its result on the main thread.

3. Avoid capturing destroyed objects

Before applying, check the target still exists (it may have been destroyed during the work) to avoid MissingReferenceException.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.