Quick answer: Use NavMeshLinks (or NavMeshComponents with stitched surfaces) at scene boundaries so agents traverse from one streamed scene's navmesh to the next when both are loaded.

AI stuck at a scene boundary means the two navmeshes are separate. Linking them at the boundary lets agents cross. Here is how.

How to fix it

1. Place NavMesh Links at boundaries

Add NavMeshLink components spanning the boundary so the pathfinder can step from one scene's surface to the adjacent scene's surface once both are loaded.

2. Use NavMeshComponents surfaces

With the NavMeshComponents package, bake per-scene NavMeshSurfaces that register when their scene loads, and let runtime links connect them rather than relying on one global bake.

3. Guard for unloaded neighbors

Disable or skip links whose far side is in an unloaded scene so the agent does not attempt to path onto a surface that is not currently present.

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