Quick answer: Place the link endpoints on the navmesh, enable it and rebuild, and ensure the agent's area mask and auto-traverse allow using the link.

NavMesh links not working is usually disconnected endpoints or agent settings. Here is how to fix it.

How to fix it

1. Connect both endpoints to the navmesh

A link's start and end must each land on baked navmesh, or the path cannot route through it. Position the endpoints on the mesh and rebuild so the link actually bridges the two areas.

2. Enable and rebuild

Confirm the link is enabled and included in the navmesh build. A disabled link, or one added without rebaking, is ignored. Rebuild navigation so the link is part of the graph.

3. Check agent traversal settings

The agent must be allowed to traverse the link's area, and auto-traverse should be on (or you must drive the traversal). If the agent's area mask excludes the link, it routes around or fails to cross.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.