Do MeshParts effect Pathfinding?

Heyo, I’m trying to make an NPC that follows a randomly generated path using pathfinding but I’ve ran into a problem and I’m completely stomped on how to fix it.

My NPC keeps getting stuck on seemingly nothing when It has to walk on a flat MeshPart but this dosen’t occur when it walks on a normal Part. Do MeshParts effect PathFinding or is it just bad code?

Walking on part:

Walking on meshpart:

Code:

local human = script.Parent:WaitForChild("NPC")
local torso = script.Parent:WaitForChild("Head")
local Distance = 50
local Distance2 = -50
local StandTime = 0.1
local clone = script.Parent:Clone()

function move()
	local randX = math.random(Distance2,Distance)
	local randZ = math.random(Distance2,Distance)
	local goal = torso.Position + Vector3.new(randX,0,randZ)

	local path = game:GetService("PathfindingService"):CreatePath()
	path:ComputeAsync(torso.Position, goal)
	local waypoints = path:GetWaypoints()
	
	if path.Status == Enum.PathStatus.Success then
		for _, waypoint in pairs(waypoints) do
			if waypoint.Action == Enum.PathWaypointAction.Jump then
				human.Jump = true
			end
			human:MoveTo(waypoint.Position)
			human.MoveToFinished:Wait(2)
		end
	else
		wait(2)
	end
end

human.Died:Connect(function()
	wait(1)
	clone.Parent = workspace
	game:GetService("Debris"):AddItem(script.Parent,0.1)
end)

while wait(StandTime) do
	move() 
end
1 Like

I believe it depends on the MeshPart’s CollisionFidelity, perhaps the pathfinding is having issues with a certain CollisionFidelity set? Someone correct me if I’m wrong, I don’t have that much experience in issues like this

https://developer.roblox.com/en-us/api-reference/property/MeshPart/CollisionFidelity