Quick answer: Replace seek with an arrive behavior that scales speed down inside a slowing radius and stops within a small arrival radius (or set NavMeshAgent.stoppingDistance).
A Unity agent that buzzes back and forth on top of its goal is running seek with no braking. Swapping to arrive with a slowing radius makes it ease in and stop cleanly. Here is how.
How to fix it
1. Use arrive instead of seek
Compute desired speed as maxSpeed * (distance / slowingRadius) clamped to max, so the agent decelerates smoothly as it approaches instead of charging in at full speed.
2. Add an arrival radius
When within a small stop radius, zero the velocity and consider the target reached; with a NavMeshAgent set stoppingDistance and autoBraking so it halts cleanly.
3. Clamp and smooth steering force
Limit the steering force per frame and blend it over time so direction changes are gradual, removing the high-frequency jitter from abrupt corrections.
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.