After doing research I didn’t find any resources that provides information for implementing Luanoids into a game, I also downloaded the File from Github and Play Tested the place file, my camera was stuck and my character wasn’t responding to my inputs.
What I want to achieve is using Luanoids with PathFinding and replace the use of Humanoids for NPCs
I’m unsure how to make it work
If you have any suggestions, ideas, experience or need more information let me know please don’t hesitate to reply, every contribution is helpful.
I am building off the Luanoid system for my new project. The GitHub file works fine, however you need to fix the camera by removing the old CameraScripts in StarterPlayer. Once you do that the camera should start to work normally.
As for using Luanoid for pathfinding - this will require your own implementation of a pathfinding algorithm, and execution. Luanoid does not offer any pathfinding and you cannot use PathfindingService with it.
ComputeRawPathAsync only uses two points, so it wouldn’t matter that they’re using luanoid, wouldn’t it? (I’m not so sure myself since I haven’t done pathfinding).
I think all functions except :CreatePath are deprecated but you’re still right. :CreatePath doesn’t require a Humanoid to generate a path. So it can still be implemented with Luanoid.
A custom MoveTo function is needed. Luanoid only offers movement through user input(wasd) I will likely post a community resource with my forked Luanoid once I finish NPC support. Currently I have added things such as: multiple camera type support, replicated animations, multiple input support, and more.
Quick caution: Luanoid represents only about a few weeks worth of work between me and LPG. In it’s current state it’s more of a experimental research project, and not a complete character system.
I would personally recommend against using it unless you can afford to invest in the work to “finish” and customize it.
If you want to make it work with standard avatars there’s extra things you need to figure out. A lot of stuff like avatar clothing compositing and body scaling are inseparably tied to Humanoids so you’d have to figure out how to incapacitate and disable the Humanoid controller as much as possible and get it to cooperate.
There’s also some choices we made that were possibly sub-optimal. Like the controller makes more raycasts than it truly needs too, and this could be cut down a bit. I don’t think this should be a bottleneck in practice since you should only be running this for your local character anyway, but I didn’t profile or test on devices to confirm this. YMMV.
You also lose out on some (unfortunately) Humanoids exclusive features like Humanoid Platforms. If this kind of thing isn’t important to your gameplay, no problem, but it’s another thing to consider. (We really want to make this feature more generic in the future, but no promises)
If you’re up for that and want to create a truly special and bespoke platforming experience, go for it! Just understand what you’re taking on!
(Please file issues in github if you have any feedback, and feel free to send us pull requests too!)
I’m using Luanoid for NPCs most of the stuff you mentioned wouldn’t be an issue for my game.
There are only a few things I need to make it work;
Create a custom MoveTo function and figuring out how to implement Luanoid into my NPC system + other minor or major complications I’ll encounter during the process.
How do I implement these into a normal character so I don’t have to use a StarterCharacter? Also how do I adjust the speed and delete these weird things