Quick answer: Disable auto-traverse for the link, detect when the agent is on an off-mesh link, and lerp or animate it across the gap yourself before resuming on the navmesh.

Your agent reaches a jump or ladder link and instantly pops to the other side. Unity's default off-mesh link traversal is an instant move. Here is how to make it cross smoothly instead.

How to fix it

1. Take manual control of the link

Turn off autoTraverseOffMeshLink and, when agent.isOnOffMeshLink is true, read agent.currentOffMeshLinkData for the start and end points so you can animate the crossing yourself.

2. Lerp or animate across the gap

Move the agent from the link's start to end over time with a curve (an arc for a jump, a straight climb for a ladder) and play the matching animation, then call CompleteOffMeshLink.

3. Resume cleanly

After completing the link, re-enable normal agent movement so it continues along the path. Forgetting to complete the link leaves the agent frozen at the link entrance.

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.