MoveTo() Doesnt work?

I was testing pathfinding. the MoveTo() meathod works on the normal r15 rigs but once i tried on custom rig it didnt work. I changed everything in the code accordingly and there are no errors. The model is not achored either. Any tips on fixes?

Make sure you rigged it correctly

How do I check that? I didnt rig it myself.

bump, how to i make sure its rigged correctly

Btw you spelled method wrong, Did you check that all of the parts are un-anchored? If you generated the NPC with the animation rig builder plugin the HumanoidRootPart is anchored by default?

Can you show us the error or reproduction?

image
It says move which in the code means the thing is running. (the part is for detection of player, i unachored and is massless). this all worked on a dummy nromal r15

local PathfindingService = game:GetService("PathfindingService")

local path = PathfindingService:CreatePath({
	AgentRadius = 3,
	AgentHeight = 6,
	AgentCanJump = false,
})

local char = script.Parent
local humanoid = char.Humanoid

local waypoints
local nextWaypointIndex
local reachedConnection
local blockedConnection

local function followPath(destination)
	local success, errorMessage = pcall(function()
		path:ComputeAsync(char.RootPart.Position, destination)
	end)
	
	if success and path.Status == Enum.PathStatus.Success then
		waypoints = path:GetWaypoints()
		blockedConnection = path.Blocked:Connect(function(blockedWaypointIndex)
			if blockedWaypointIndex >= nextWaypointIndex then
				blockedConnection:Disconnect()
				followPath(destination)
			end
		end)

		if not reachedConnection then
			reachedConnection = humanoid.MoveToFinished:Connect(function(reached)
				if reached and nextWaypointIndex < #waypoints then
					nextWaypointIndex += 1
					humanoid:MoveTo(waypoints[nextWaypointIndex].Position)
				else
					reachedConnection:Disconnect()
					blockedConnection:Disconnect()
				end
			end)
		end

		nextWaypointIndex = 2
		humanoid:MoveTo(waypoints[nextWaypointIndex].Position)
	else
		warn("Path not computed!", errorMessage)
	end
end

local searching = false
local foundPlayer = nil
local debounce = false

char.RootPart.EyeSight.Touched:Connect(function(part)
	if debounce == false and searching == false then
		debounce = true
		if part:FindFirstAncestorOfClass("Model") then
			local player = part:FindFirstAncestorOfClass("Model")
			if player:FindFirstChild("Humanoid") then
				print("found person")
				foundPlayer = player
				searching = true
			end
		end

		task.wait(0.2)
		debounce = false
	end

end)

while task.wait(0.02) do

	while searching == true do
		if (char.RootPart.Position - foundPlayer.HumanoidRootPart.Position).Magnitude < 10 then
			print("player died")
			foundPlayer = nil
			searching = false
			break
		end
		if (char.RootPart.Position - foundPlayer.HumanoidRootPart.Position).Magnitude < 52 then
			followPath(foundPlayer.HumanoidRootPart.Position)
			print("move")
		else
			searching = false
			foundPlayer = nil
			reachedConnection:Disconnect()
			blockedConnection:Disconnect()	
		end
		task.wait(0.01)
	end  
end





bump, still unsolved xd, taking any tips at this point