Hello, I recently started using the PathfindingModifier instance for my AI revamp, making use of the PassThrough property.
The problem is I only just released it’s a BETA-only feature and isn’t available in-game, which has caused me some issues. (It didn’t say on the pathfinding page itself it was a beta-only feature Character Pathfinding | Roblox Creator Documentation)
I’m wondering if there is a workaround to making the pathfinding service think a parts collisions are false when they are not.
Your best bet would be to use a table and raycasting, A table to store the objects you want your NPC to pass through raycasting to detect if the NPC is near that object in a table (And MAYBBE a set of nodes)
Example Code:
local RaycastTable = {
workspace.Door;
workspace.DanmDaniel;
workspace.Panel
}
local Raycast = workspace:Raycast(Orgin, Direction, ParamsDough)
if Raycast then
if Raycast.Instance then
for _, Instances in pairs(RaycastTable) do
if Raycast.Instance:IsDescendantOf(Instances) then
print("NPC is near a Set Object....")
---MoveTo : ¯\_(ツ)_/¯
end
end
end
end