When you launch a maze live, we run one last validation check to make sure that the test doesn't have any issues that might impact your tester experience. If there is an issue, we will prevent the maze from going live.
If one of your expected paths within a Mission block references a screen that did not successfully sync to Maze from your prototype, you will see the following error:
Invalid mission path
Refresh your prototype
Your first step should be refreshing your prototype — sometimes this error happens when there's a one-time sync issue from the prototype you imported.
We recommend reviewing your Mission blocks to ensure that your expected paths are still as intended. Any paths using the affected screens could potentially need to be rebuilt.
Once you've verified everything looks good, you should be able to send the maze live.
Duplicate the affected maze
If refreshing the maze and fixing any broken paths doesn't address the issue, then the issue may be the result of unexpectedly invalid screen data. In that case, duplicating the affected maze will generally fix any data inconsistencies. Once you've duplicated the affected maze, you should be able to launch the duplicate maze live and delete the original broken one.
We're still working to identify why this issue occurs so we can introduce a more permanent solution that doesn't require duplication. Until then, this solution should enable you to proceed with launching your test live.
Review your interactive components
If interactive components are enabled on a mission block, please be aware of a known issue where frames that can be reached only via interactive components are not correctly synced into Maze, but they're still accessible in the prototype preview and can be added to a path.
As a result, when you launch your test live, the unsynced frames are detected, which triggers the "Invalid mission path" error.
If you believe you're affected by this issue, please let our Support team know.
In the meantime, you can get around this error by detaching the component instances, or by using traditional interactions to link your screens.
Still need help?
Our team has been continuously working to make our Figma integration as smooth as possible. If you have any feedback about the current limitations, or are running into issues that you believe go beyond them, please reach out to our team — we'll be happy to help!