local path = pathfindingService:CreatePath({['AgentCanJump'] = true})
dummyHandler:DoPath(
tutorialInfo.Jump.Dummy,
path,
tutorialInfo.Jump.DummyWaypointInfo.Beginning, -- a vector3
tutorialInfo.Jump.DummyWaypointInfo.End -- also a vector3
)
DummyHandler:
path:ComputeAsync(startPos, endPos)
print(path:GetWaypoints()) -- prints {}
print(path.Status)
for i,v in ipairs(path:GetWaypoints()) do
print(v.Position) -- not being printed bc the length of getwaypoints is 0
if v.Action == Enum.PathWaypointAction.Jump then
dummy.Humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
end
dummy.Humanoid:MoveTo(v.Position)
print(v.Position)
dummy.Humanoid.MoveToFinished:Wait()
end
Try checking if there’s a humanoid right under the workspace or if there’s a part below the workspace’s fallenpartsdestroyheight. If there are then delete them. (or you can just move it up if it’s below the fallenpartsdestroyheight) I have had this problem countless times before and those were solutions to it.