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?
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.
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?
How soon is that as for now?
Soon™
when are updates and fixes coming to this…
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.
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.
Have you worked with the newer agent-parameter API?
Please use the Platform Feedback category.