Incorrect pathfinding computation

Hello,
I am encountering a bug which causes inefficient, inconsistent, and incorrect path computation. I am using the Roblox PathfindingService. I am expecting to get a path which is straight, efficient, and consistent. Please continue reading to understand this issue better. A already made one topic regarding this issue in #help-and-feedback:scripting-support, but I did not get any useful response from anybody. Here is a link to that topic: Pathfinding issues

This issue seems to be happening on every place I test this on. In studio as well as in-game.
I started to notice this problem on 18th March. I am sure that this problem has been a thing for much longer. My rough guess is that it started happening when Pathfinding Modifiers were released.

Demonstration

Here is a video which demonstrates this pathfinding problem:

Here is a screenshot showing navigation mesh along with navigation areas:

Repro

I made a repro place which shows incorrect and inconsistent path computation. In the place, you can find 9 Dummies which compute a path to a goal part (white neon part on other end of the hallway), visualize it using red neon parts (CanCollide = false) which are connected by beams to get a better understanding of the path. All Dummies then follow their path which gets them to the goal.
If you run this simulation multiple times, you can notice that the generated path is every time different. I sadly did not manage to find a way how to make this as much visible as it is on the demonstration video, but it is clear enough that something is not right.
Here is the repro place:
Pathfinding bug repro place.rbxl (559.6 KB)

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Following up!

We’ve filed a ticket to our internal database, and we’ll follow up when we have an update.

Thanks for the report!

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