This is great thanks.
The old path system can calculate a path between a 4x4 opening, for some reason this new one can’t.
Will you guys be fixing that soon?
Can you attach a repro file that demonstrates that behavior?
I got that behavior too.
It also looks like it not likes unions too, my temporary fix is to set all unions to CanCollide false then make the game set them to true to make it work.
And as the picture the I have same issue that the paths can’t pass through doors or tight hallways.
And I also have used the old one it worked fine for the same of what I mentioned that the new one can’t do.
I also have this - this is what the navmesh shows:
The door has plenty of space to walk through yet somehow it can’t find a path through it
Can you upload a repro file for that door as well?
Did the issue ever get solved?
hullo i am very late here but
can we get Falling and Idling as an Enum in PathWayPointAction?
helps with accurate code output
also a datatype similar to TweenInfo would be amazing
alongside some nonhumanoid support!!! (i neeed this)
implementing this in its current stage is very difficult for my game so i cannot wait for the next update!!
thank you for all the work
EDIT: also i had the weird mapping issue on crossroads: it doesn’t seem to notice the brown part even though it is clearly large enough, so the map goes below the part. didn’t affect gameplay for me though
That doesn’t seem like an action that would ever happen when following a path - falling happens automatically when walking off a platform, and idling never happens.
Walking is an action - it’s triggered by user input when you control your character.
Jumping is also an action - it’s triggered by a request to jump (i.e. press on spacebar, or tap on the mobile jump button)
yeah you are correct- idling would really not be necessary, my bad.
i would still advocate for falling, even if it’s not an ignition
when working with models which aren’t playermodels the information is useful- especially if in future we can input model dimensions when pathfinding.
I support this because I don’t use humanoids either.
We’ve enabled some changes yesterday that significantly improve navmesh generation time for places with terrain and for some non-terrain places with complex geometry, and clean up terrain navmesh results a bit (in particular, the insides of terrain are no longer marked as navigable). On most templates total navmesh generation time is approximately halved as a result.
If you have any issues with navmesh generation that you didn’t see before related to terrain, please update this thread or create a separate thread in Bug Reports.
theres still this one
You will need to provide a level file in order for the staff to resolve that case. They can’t recreate it with just a screenshot.
Does this service throttle pathfinding requests? Because after 100-150 requests in about a minute and the service starts to almost always return a path containing 0 waypoints from there on.
If it’s so easy to trigger, it should be just as easy to create a simple demo file. Please include a repro file regardless.
I assume its the clearance area around the corner being around 2 studs. When there 2 pillars are closer together, the 2 clearance area overlaps, rendering the area undetectable.
Are we getting mesh support for this? Having a difficult time applying this to meshes.