I’ve been using an modified R15 without an Humanoid for my Non-Player Characters (for performance reasons), but one problem that i’ve been unable to find an answer to is: how to prevent those character’s parts from altering the Scenario Navmesh?
The Humanoid will automatically prevent any Collidable parts from the Character from being even considered in the Navmesh, but i’ve yet to find a way to replicate this without an Humanoid.
Using Pathfinding Modifiers with Passthrough will only prevent the part itself from being in the Navmesh, but the deformation in the ground is still present.
It doesn’t seem like a problem at first, but when a handful of Mobs gets close together and the Navmesh turns into little triangles that change completely every time the Navmesh is Refreshed by one of them, and their path gets all weird and ‘ziggy-zaggy’.
This Image represents the problem:
- Red Part is a Part (within a Model) that has a PathfindingModifier with PassThrough set to True.
- Green Part is the same, but with an Humanoid within the Model.