Humanoid:MoveTo() has stopped working all across my game.
I haven’t touched any of the code for many months now.
In my code I pass the characters rootpart.position as the first argument and the rootpart instance itself as the second argument. I run this in a while loop with a time interval.
humanoid:MoveTo(rootPart.Position, rootPart)
If I remove the second parameter, the npcs will work correctly but not as accurately as I would like since the position to move to doesn’t update automatically without it.
I have tested to make sure the rootPart position is correct and it is. I also checked if MoveToFinished is triggering prematurely but it isn’t.
I think its because of recent roblox update, which broke my game too.
Every monsters just stop moving after a few seconds, they use :MoveTo() and I have not touched their codes for a while
I am experiencing this issue in my game as well. Was functioning normally until servers restarted after the recent update in Roblox. Hope to see this resolved soon as possible.
I’ve gotten a lot of bug reports regarding the same issue and after some testing I can say that this is the issue.
I got a story game that’s facing this issue. The game has programming which yields certain functions until NPC are done walking towards certain points… and that makes the story never progress.
I’m not totally sure if this was coincidence or not, but last night I was messing around in studio and noticed that non-player characters would stop moving when I approached them while play-testing. I remembered a previous issue regarding MoveToFinished where setting the HumanoidRootPart’s network owner to nil solved the issue, gave it a try, and experienced no more problems with MoveTo. So yeah, if doing that is an option that might be the fix for now.
Edit: On a second try, I can’t seem to replicate this behavior I was experiencing.
This bug is pretty strange after testing it for myself using the below code in a dummy.
local Humanoid = script.Parent.Humanoid
--Using the line below will solve the bug (Thanks to Optikk for the work-around)
--script.Parent.HumanoidRootPart:SetNetworkOwner(nil)
while true do
wait(0.2)
local player = game.Players:GetPlayers()[1]
if player then
local character = player.Character
if character and character:IsDescendantOf(workspace) then
local rootPart = character:FindFirstChild("HumanoidRootPart")
if rootPart then
Humanoid:MoveTo(rootPart.Position, rootPart)
end
end
end
end
When I first spawn in the dummy will follow me around, but won’t actually reach me. As time goes on, the distance it will stop following me at increases more and more. This bug happens both in studio and in-game. But as Optikk said, the bug seems to not happen so long as you give network ownership of the dummy to the server.
I can attest to this as well. All my mobs for Awakening refuse to follow the player. I was able to replicate the behavior in both my main game place and my test place. I’ll try the work-around posted above, but hopefully this gets solved soon.