Quick answer: Make sure the agent is enabled and placed on the NavMesh, check isOnNavMesh before SetDestination, and warp the agent onto the mesh if it is off it.
This error means the agent is not active on a navmesh when you set its destination. Ensuring it is on the mesh fixes it. Here is how.
How to fix it
1. Place the agent on the NavMesh
The agent must spawn on a baked NavMesh to be active. An agent floating above, below, or off the mesh is inactive. Position it on the navmesh, or warp it there with NavMeshAgent.Warp.
2. Check isOnNavMesh first
Before calling SetDestination, check the agent's isOnNavMesh. If it is false, the agent is not on the mesh and the call errors. Guard it so you only set a destination on an active agent.
3. Enable the agent
A disabled NavMeshAgent component is not active. Ensure it is enabled before pathing, and that the NavMesh is baked, so the agent can accept a destination.
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.