How to create a model that ignores navigation mesh!

While making a game prototype, I found something that’s quite interesting:

Anyways, here’s a tutorial incase you are in need of something similar.



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To remove this,
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Simply grab another model and brush over the floating navigation meshes.

Here’s an AI with pathfinding ignoring a model with humanoid (It’s supposed to go to the other side where there’s an entrance, instead it creates waypoints right through the model)

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Was just looking for something like this thank you!
I don’t think there are any other ways to make a part that the navigation mesh ignores, while remaining canCollide on.
As an added note, it might be best for performance to disable all humanoid states using Humanoid:SetSateEnabled() so that no unnecessary code is running.