Nav mesh agents "Jitter" to edge of screen after they are destroyed next spawned enemies Act acurately?

Ok here is my simple Navagewnt setup, everything is set up the first “Wave” jitters to the edges of the Navmesh, and when their destroyed the next spawned objects roam around the points as they should, why is the first wave freeking out?
The code works (on second spawned enemies but now when you “OnJoinedRoom”) dint get it the code.
they should roam to the white cubes (and the later spawned enemies do I don’t get why the first ones don’t work.)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class NavMeshGeneric : Photon.MonoBehaviour {



	public Transform[] points;
	private int destPoint = 0;
	private NavMeshAgent agent;
	public Vector3 dest;
	public bool IsOnline;

	void OnJoinedRoom(){
		IsOnline = true;
	}


	void Start () {
		agent = GetComponent<NavMeshAgent> ();

		if (PhotonNetwork.isMasterClient == true && IsOnline == true) {
			if (points.Length == 0) {
				Destroy (gameObject);
			}
			agent.SetDestination (dest);

			// Disabling auto-braking allows for continuous movement
			// between points (ie, the agent doesn't slow down as it
			// approaches a destination point).
			agent.autoBraking = false;

			GotoNextPoint ();
		}
	}


	void GotoNextPoint() {
		if (PhotonNetwork.isMasterClient == true) {
			


			// Set the agent to go to the currently selected destination.
			agent.destination = points [destPoint].position;

			// Choose the next point in the array as the destination,
			// cycling to the start if necessary.
			destPoint = (destPoint + 1) % points.Length;
		}
	}


	void Update () {
		if (PhotonNetwork.isMasterClient == true) {
			
			// Choose the next destination point when the agent gets
			// close to the current one.
			if (!agent.pathPending && agent.remainingDistance < 3f)
				GotoNextPoint ();
		}
	}
}

Figured it out forgot to “LOCK” the Ridged body on the Enemy.GameObject. whenIt sound it got sent of to oblivion by collision with enemy base spawner. (Doughhhhhh)