Quick answer: Use the NavMeshComponents NavMeshSurface and call BuildNavMesh at runtime after generating geometry, or use NavMeshSurface.UpdateNavMesh for incremental rebuilds.

Enemies refuse to walk on the dungeon you generated at runtime because the baked NavMesh knows nothing about it. You need to build the NavMesh after the geometry exists. Here is how with the NavMeshComponents package.

How to fix it

1. Add a NavMeshSurface

Install the AI Navigation (NavMeshComponents) package and put a NavMeshSurface on the root of your generated level. The editor bake cannot see runtime objects, so you must build from script.

2. Build after generation

Once your procedural geometry is instantiated and its colliders are set, call surface.BuildNavMesh(). Order matters: building before the meshes exist produces an empty NavMesh.

3. Update incrementally for streaming

For levels that change as the player moves, use UpdateNavMesh with a NavMeshData so you rebuild only the affected area instead of the whole level each time.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.