Your report is not very useful without a precise report. I'll copy here a post I made on GSX creators Discord server, which might clarify any current issues with Jetways, especially when using the SU10 Navdata API:
Any time you see issues of passengers with the SU10 Navdata Enabled, it's normal, and it's due to limitations in the API ( which is why, we don't enable it by default, because it's still incomplete ). The problem is, the API only tells if a parking has a jetway, nothing else. We don't have any information about its position, so when Navdata is Enabled, GSX must first search all objects in the scene trying to guess which ones might be jetways, based on their names. Then, it tries to figure it out the one is associated with the parking spot you are in, searching for the closest one on the left quadrant of the parking radius ( + some overlap because some jetways are placed right of the parking center ). If there are parking spots with DOUBLE jetways, a "proper" animated jetway and another one a static that has been represented by the same Simobject, there's no way for GSX to know for sure the right one; they are both Simobjects, with the same name and the static one might be the closest to your plane.
None of this happens when we read the .BGL. In that case, we know all jetway positions from the .BGL, so it's very easy to identify a jetway, by matching the coordinates in the .BGL with the coordinates of the objects found in the scene, and GSX can't be confused by double jetways or jetways placed in weird ways, outside the allowed overlap for the left/right quadrants of the parking radius, and there aren't any issue with the names.
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ALL of this should be fixed with the SU12 SDK, which will add lots of new information about jetways through Simconnect: we'll get the position, the parking spot associated to it, the jetway current status (docked/undocked/moving), which airplane is docked to and, most importantly, the actual position of the Jetway controlling Bones ( Primary and Secondary Handles ), which can be used to know where the jetway has docked, exactly, and this will fix even the issue of jetways not pivoting on their center.
SU12 will come out in March, but we expect the Beta starting sometime in January, which should give us enough time to add it to GSX in time for the general release, and if everything works as expected, GSX should then work with Jetways as reliably as it was in P3D, so people might hopefully stop assuming "passengers are bugged", which is ENTIRELY caused by lack of data about Jetways in the SDK, coupled with the bugs the Jetway system has on its own, like Jetways docking in absurd positions ( for example, reversed on the catering door ). With the info about the position of the bones, we'll be able to detect exactly how the jetway ended up after the animation ( impossible today), so it would be trivial to always have passengers walking the correct path.
Even the supposed disconnection, is likely related to all the above issues about detecting the correct jetway, which is less reliable using the SU10 Navdata, until will be completed as explained, in SU12.