Improving Pathfinding Quality With New Algorithm

This update is a REVELATION for us developers!!!

I’m very excited with this news and I’m sure everyone else here is feeling the same way. I will be putting this straight into my game.

Are we getting the name of the new algorithm anytime soon? @watIsInTheName

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How did you get that UI in that image?

Roblox, are skinned meshes ever getting ragdoll support without having to divide them into 15 parts?

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This is awesome. :slight_smile: now I can finally add an entity to my infinite maze generation game without using my old hacky attempt at getting the nearest path.

This plugin by tyridge77

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I really agree with this, maybe adding a tab into the GameSettings menu. having so many things that are almost always going to be “Default” as a property just clutters the properties menu. Another option I was thinking, was actually having them within their own drop down within the properties.

Overall, this is an amazing update, since I’ve tried doing maze pathfinding, and pathfinding on terrain, and I’ve come across almost all of the issues that were addressed

Pathfinding (and I would think Nav Mesh generation) is done on a separate thread.

It is not using “Parallel Luau” because it’s not implemented in Luau :upside_down_face: But it is parallelized.

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This is outstanding!
I’m very excited to use this updated algorithm in my games!

Partial paths are now a thing? Maybe its worth to use PathfindingService now!

Tried this feature out a couple hours ago in a few places of mine that have heavy use of NPCs in ways that don’t rely on a player (ie, I was just using Test Server with no clients)

Performance-wise it seems better. I was still seeing NPCs running into walls like before (might be an issue on my code’s part, my games’ maps are randomly generated so navmeshes are out of the question afaik)… and most notably, with the setting enabled, the test servers would just randomly close after about 10-15 minutes. Not sure if it’s a crash since it wouldn’t freeze up or anything prior, but if there’s some way I could privately send the files of the games this happened in to some Roblox employee to take a look at, I would like to know how to do so.

Yeah, this confused me seeing that it’s a property of Workspace and not PathfindingService. That doesn’t really make sense to me.

Also, are these properties for opt-in betas hidden once the old version no longer exists?

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Could you please DM me the file(s)

Or a maximum drop distance. As well as maximum jump height.

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I’m so glad these issues are finally getting fixed! I can confirm this completely solves what I faced in my original bug report; large characters now properly walk around corners in every case I’ve tested.

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This is absolutely amazing. Thank you so so much to the Movement and Pathfinding team as well as everyone else!!!

I really dislike this “we know better than you!” approach where Roblox decides to blackbox the internals of their features. We see this with StreamingEnabled as well and it took years before they even gave us basic Atomic/Persistent control, as Roblox thought the existing Streaming algorithm was so perfect that nobody needed finer control. Turns out it wasn’t.
Your pathfinding isn’t perfect, it never will be.
Your Navmesh generation is never perfect, it never will be.
Your goal shouldn’t be to create ‘perfect’ blackbox features that never get expanded access.
“we sincerely believe that should no longer be necessary” should NEVER be an excuse to not give developers deeper access to features. Basically saying you made it so good that you don’t need to give out API access is such a weird mindset, as if giving out more access is a bad thing. Please reconsider this.

Let us access the navmesh directly. Why? Because it’s cool and opens up additional deeper uses beyond what your team envisions.

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y’all the goats man i thought my day couldn’t get any better

Ok after doing some testing, this runs abominably worse than the old algorithm. NPCs can take up to 7-9 seconds to compute paths they could otherwise do in < 1 second. Also it can crash on larger areas now randomly with bigger NPCs.

Could I please get the repo place where it is taking long to generate the path.

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