Introducing: Roblox Pathfinding

Not only that but those jump nodes that are literally on the surface of the doorway blocks are going to prevent a humanoid from getting past the door at all

YES! Thank you so much for this!

Was the issue able to be resolved by any chance?

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According to your code, the path starts at the top and finishes at the bottom.
So that yellow region isn’t a “jump” but a “fall”.

If I switch them, the path is more correct but still a little weird.

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Oh, I was playing around with the code from the wiki, I didn’t realize I was doing it backwards. Aha.

The nav mesh doesn’t update when a part becomes CanCollide = false or CanCollide = true to calculate a new route.

Is this also going to be fixed?

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How soon is that as for now?

Soon™

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when are updates and fixes coming to this…

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I would like to see an update with jumping as it isn’t accurate based off of the characters speed and jump height. Usually resulting in a failed jump most of the time.

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Only since there has already been a bump, I think there should be some support for non-humanoid pathfinding, such as cars and objects with large dimensions. A wide car couldn’t fit down a narrow alley, but Pathflinding Service at the moment would still recommend it as a path.

Also @tomgie, in the future try not to bump very old threads. Feel free to post your thoughts in #platform-feedback:engine-features for feature requests that effect the in-game experience.

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Have you worked with the newer agent-parameter API?
https://developer.roblox.com/api-reference/function/PathfindingService/CreatePath
https://developer.roblox.com/api-reference/function/Path/ComputeAsync

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Please use the Platform Feedback category.

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