Introducing: Roblox Pathfinding

Any information on possible customization to the new pathfinding system? It’s awesome that we now have a more accurate and dynamic system - but without customization, there’s a lot of hard-coded constants that some games might want to break away from.

  • Using pathfinding for giant characters / deformed characters (ogres/trolls in RPGs / spiders that are wide but short)
  • Using pathfinding for space-games (high jumppower)
  • Integrating pathfinding with Collision Groups or otherwise differ navmesh depending on the entity to move (in thread link below)

Some features requests related to pathfinding, which would be cool to see for this new system:
https://devforum.roblox.com/t/no-jumping-in-pathfinding/19662
https://devforum.roblox.com/t/navmesh-pathfinding/14944
https://devforum.roblox.com/t/pathfindingservice-woes/47007
https://devforum.roblox.com/t/pathfinding-needs-an-ignore-list-argument/9677

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