Quick answer: Assign each attacker a distinct attack slot on a ring around the player, reserve slots so two AIs do not claim the same one, and set the agent destination to the slot rather than the player center.
A mob of melee enemies that piles into a single overlapping blob around the player is all pathing to the same point. Distributing them onto attack slots around a ring fixes the clump. Here is how.
How to fix it
1. Use attack slots around a ring
Generate evenly spaced slots on a circle of attack radius around the player and set each NavMeshAgent.destination to a slot instead of the player's exact position.
2. Reserve slots to avoid contention
Let each AI claim a free slot from a shared manager and release it when it leaves combat, so two enemies do not converge on the same spot.
3. Limit simultaneous attackers
Cap how many can be in melee range at once; extras wait at a slightly larger radius, preventing the dogpile and giving the player breathing room.
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.