I’ve had PathfindingLink stop working in my game, even though I didn’t enable it in workspace.
I’m glad to see that you guys are also focusing on the Pathfinder area, as many games make use of it. I’m excited about this update and hope there will be more like it in the future. My respects to the team for this effort
Finally, after years, we getting a better pathfinding!
Did you guys fix this issue?
I made a post on this before and you just said that there were gaps in the navmesh. I still see them, and I don’t think this issue was fixed since it still says NoPath.
The baseplate has collision turned off.
Even like this there’s no path
Wow even when turning on the baseplate’s collision there’s no path.
I think that means your code is broken
Pathfinding for some reason prioritizes jump even when it can go to that location without jump. for an example with can jump to true in a stair case the npc will jump above the stair wall instead of going on the stairs, when can jump is set to false it doesnt climb stairs.
Can we have option to decide max height for npc to jump?
I’m glad pathfinding service is not being neglected, I was considering researching how to create my own algorithm since pathfinding was really bad, but with this update, I think ill stick with pathfinding service.
Has Roblox always been dropping banger after banger on a bi-weekly basis???
Great improvements, happy to see this rolling out for general testing!
Any plans to add AgentMaxSlopeAngle? Humanoids or Non-Humanoids can have varying Slope Angles which Pathfinding currently doesn’t account for unfortunately.
Amazing update! Can’t wait for NPC’s to have much better Pathfinding
If the NPC is on the server, set the PrimaryPart’s NetworkOwnership to nil
Yeah i did that. still not working
finally my game’s npcs wont be on life support when ur on a platform above them
im not sure if im doing something wrong but enabling the property goofs up my pathfinder
at the wall comparision the npc RUNS STRAIGHT into a wall and then does the zig zag
why is this?
Has any thought been given to increasing the path traversal distance between the start and end points and optimizing long-distance traversal with this update? I’m working with NPCs that are traversing between a start & destination of sometimes 500-1000 studs and sometimes it can be finicky, haven’t got a chance to test but curious to see if this is going to be tackled.
Yes it does this to me as well. when i am in a middle behind the a wall and the npc is in the middle of the other side or a wall then it starts steering left and right and it cant decide which path to take.
Can we please get a way to exclude parts from the navmesh that is independent of CanCollide?
For example, if you use collision groups to make an object collide with the floor but not characters, the NPC is still forced to path around the object.
Could you please DM me the repro case for this