Navigation Mesh missing entire chunks of the map

it may be because of how your random room generation works, it might interfere with the pathfinding ONLY in that room because of how the vectors are positioned or generated.

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same here. but my issue is a tad bit different . Whenever my NPC/AI jumps about 100-1000 studs in the air it decides to erase the navigation mesh one by one, like i can literally see the navigation mesh clearing out. i cant capture footage because the issue does not always happen. and if it helps i’m working on an Gmod parody / fanmade game. ) this issue has never ever happened to me and this is a new problem. ) this started to happen last week.) and it makes no sense why it does this too because i use nodes to keep the nextbot in track, it pathfinds the position of the CLOSEST node to the NPC and the CLOSEST node to the player so when it jumps too high it should still classify as being grounded. ) this is frustrating and i’ve been trying to fix this for the past week.

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Could you please share a repro case (rbxl) with us. We have not made any recent change (within last 2 weeks) to pathfinding. We made a change 3 months back which was to ignore the parts placed higher like the case shared above. We are not aware of any scenario where jumping in the air would cause this. It would be helpful for us if you could provide steps to how to reproduce this (preferably a rblx file) so we can investigate.

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I have been working on a recreation of Door’s Figure, And i did not use any kinds of navmesh, I can say though that the ai’s waypoints are not like in the doors game, but it works pretty good most of the times, Also i’ve been debbuging the pathfinding waypoints that my figure ai computes, somewhere near the bookshelves, if the previous waypoint position is pretty far, it will just compute the path incorrectly, leadig the “Ragdoll” Model to get stuck at a certain phase, that it genuinely flings off the map, or flies in one of the room’s corners at an intense speed, I hope this does not trigger anyone especially Lsplash and Reddibles as its made for self use and testing purposes, as i think i don’t see any reasons of using “NavMesh” Since i don’t even understand how it could be used, if anyone can get me into what navmesh is, ill be pretty grateful!

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Here is how the waypoints generate near the bookshelves, I am not sure why?
It does not go straight in the middle (PS: I checked, there is no invisible like object at that point.)
AgentHeight = 7, AgentRadius = 3.


Even here it computes the path wrong just wrong…

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the navigation mesh is what the Pathfinding Service uses to compute paths. it lets it know whats a wall and what not.

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can i send it directly to you? i dont want anyone obtaining my roblox file.

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Sure , but I recommend create a bug report listing the issue (without adding any rbxl file incase you dont want to share it publicly). Then you can can sent it to me via DM.

Incase you are not able to create a bug report (as other commented) then please send me the file via DM and Ican create ticket internally

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If you have spare time to explain, how would i specify or edit different object like in the image shown by Lsplash?

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what do you mean. by that? elaborate please.

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In the image Provided by Lsplash they have multi colored zones, like green, purple, red, some light orange. how do i do that? My map is just Staright up Purple and Red. And can you explain what does each color means if possible? (PS: And also how do i edit it.) Would’ve been very grateful. (Basically The Navigation Mesh, i don’t Understand how do i use it, and how its used by Pathfinding Service?)

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i dont understand the colors but its called Navigation mesh its in your studio settings.

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Question, how do i edit it, like i see in the picture they have the multiple colored zones?

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i’m pretty sure its automatic. or it could be modified paths using the Instance:PathFindingModifier

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Hi @Lightning_Splash im working on an A*/D* pathfiding algorithm and i might post it in #resources Soon.

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there are already multiple modules for that.

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Most of them are unoptimized and lack heap/ or they are very hard to understand and people cant modify it for their needs, mine will be easy and fast

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Its always fun to make your own version of things, and its a nice way to learn. But! your point is very subjective. it takes about 5-6 minutes to learn most / all of the pathfinding modules there are tutorials and examples that can be very easy.

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and i’m telling you this because i dont want you wasting your time creating an entire module and having less people clicking/using your module because of the higher and better modules with better usage. i’m not being rude i’m setting an example. i cant predict how your module will do. all i can say is Good luck.

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The NAVMESH is the walkable space of pathfinding. Your ai also uses it. You can’t really have pathfinding without it. I think every game engine has one.

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