So I’m working on an AI-heavy game, basically a remake of that steam game Lunch Lady.
The map is quite large, so I need the assurance that the AI I implement will be able to travel from point A to point B consistently, with no dead paths whatsoever.
I’ve yet to try PathfindingService as the map is not done, but assuming it sucks, what other options do I have?
I thought of making custom nodes I can use, to define where it can and cannot move. However, I’m not sure what I’d do with that, logic-wise.
I may not have an alternative to PathfindingService, but what I did was make it so after pathfinding, the NPC will just teleport to the wanted location, so if a path bugs, they’ll just teleport instead.
Before writing a custom implementation fit for your game, why not actually try pathfindingservice? Make a bunch of nodes in random places and then have your code select a random one and walk to it. Leave it running for a while and see if the path is blocked at any point, and where.