Currently, Isle is having some issues with its navigation mesh not working properly. The earliest report I got from this was 6 hours ago. Although I’m sure it has been occurring earlier than that.
The AIs and other systems that uses the PathfindingService have been constantly returning Enum.PathStatus.NoPath. The current parameters that I pass into :CreatePath are
local param = {
AgentRadius = 2,
AgentHeight = 5,
AgentCanJump = true,
}
local PS = game:GetService("PathfindingService")
local pathfinder = PS:CreatePath(param)
pathfinder:ComputeAsync(a,b)
After turning on the navigation mesh visualizer, I noticed that the navigation mesh wasn’t being generated in the game. It was being shown under the map instead.
https://gyazo.com/78b3a5fb2a176868f384806af2be35b4
Another place had the same problem. It’s the lobby place which is also within the game, ‘Isle’
https://gyazo.com/8eaaf1515de33156d045551e10e72501
I’m unable to provide specific steps to re-create this problem, but I can provide some information regarding it.
- Both of those places had an update published to them approximately 30 hours ago from this post. Within the update, I did not alter any terrain or buildings. It was a script patch to address some unrelated bugs.
- It is not caused by the terrain, I have checked other places with terrain that wasn’t published yesterday and it worked fine.
- It is not caused by a high part count, I have tested it in other places with high part counts.
- Both of those games with the bugged navigation mesh has had proper, working meshes prior to 3 days ago, since there was badge counts that relied on path-finding.
- I have tried to download the place and re-upload it, it still has the same issue.
- I have tried reverting the place version, it still has the same issue.
If there is any way to reset the navigation mesh, or be able to fix it to where it’s not clipping under the map. Then it would greatly help!
I can provide more information if necessary.