Currently you can only exclude part’s volume from pathfinding through the use of PathfindingModifier instance, however, there is no way to exclude model or part itself. If I have model or a part that I want pathfinding to ignore (don’t confuse this with avoidance) I have to parent Humanoid to it, this is an awkward workaround, not to mention negative performance impact that it has.
For example: If I have a floating pet that has no collision, there is no way for me to make NPC go through it because it thinks that it is an obstacle. I want to be able to exclude it so that pathfinding completely skips it and acts as if it didn’t exist.
Additional note: It would be nice if I could exclude object per agent basis, not just globally. For example: If I have blue agent, and red agent, I want the red and blue agents to ignore their teammates, but not their enemies.
I want to exclude the model or part entirely from pathfinding, as if it didn’t exist for the agent. It’s not about avoidance. If I have a pet that is can collide false, I can’t make NPC go through it because it thinks that it is an obstacle.
Does making the Parts, Unions, or MeshParts CanTouch false and CanQuery false help?
I know CanQuery prevents things like raycasts in game from recognizing them, or makes it so plugins in Studio can’t select those items.
Give it a try.