For Future Development: can you make a pathfinding function for vehicles? They have some features which differ a lot from what we see for humans or NPCs
Sure, go ahead and try that, but instead of
modifier.Adornee = deathBrickPart
modifier.Parent = PathfindingService
use this:
modifier.Parent = deathBrickPart
The pathfinding modifiers seem a little inconsistent. I tried setting the terrain Iād prefer they use to a very low cost, e.g. 0.01, and I figured that may be the issue since I saw in this thread a mention of using only numbers 1 and greater, so I simply set it to 1 and set the cost of grass to 50, but in both cases occasionally the NPC would simply stop for a moment, or much more commonly they would stutter at each waypoint, freezing up before moving again, moving much more slowly as they tried to figure out where to go next on the preferred terrain. Putting a brick that covers the whole path sideways across it was a nightmare for the NPC to figure out. The pathfinding script itself is very basic since I was just testing this feature and nothing else, and with no costs defined it works just fine. Is this stuttering and wandering around in suboptimal paths Iām getting a common issue?
Are you using Humanoid.MoveToFinished:Wait()
or perhaps listening on that signal? If so when you saw the stuttering were you doing a play-test where your character was near the NPC? If so Iām willing to bet that the stuttering youāre seeing is the physics ownership of the NPC changing between the server and you and vice-versa. If you explicitly set the NPCās root partās physics ownership via RootPart:SetNetworkOwner(nil)
it will force the physics owner to the server.
That solved the stutter yeah (thanks for that <3), still getting pathfinding issues when weighing different terrains with different values though. My temporary solution is just to have paths be very narrow, they still bounce between the sides of it but with there being so little width the player wonāt notice the rare times they just turn 90 degrees or walk completely off from the direction they need to for a moment.
Hey, Pathfinding Modifiers are about pathfinding, not path-following, so the issue must be elsewhere. I would use the player avatar and send it with a right-click - to see if there is any difference with your situation.
By the way, you can now use positive values even less than 1. You can even use 0, but then we canāt guarantee optimality, since there can always be some teleport behind you almost the same distance to goal, and we would have to search very slowly to detect it.
Hi I have a confusion, does the pathfinding modifier cannot be published live? Since I notice when testing the path modifier instance when I set the modifier id manually and save the place and close RS then open again and try to go back to the modifier, The modifier ID is blank.
Iām confused, do I have to set it on script only?
Itās a studio beta, so you can only use it in studio.
Hows the progress? Itās been a while since new pathfinding modifier studio-only beta came out, it was fun using modifier, where AI was marching and was avoiding few danger zones, + AI vehicle was perfect as it drifted and not being reckless, but theres bit of issue.
Some pathfinding issue
- Pathfinds the zone where the cost is infinite
It should return pathfinding failed status, so I wouldnt have to check each of the waypoints if itās zone cost is infinite, it hurts the performance.
How long is it gonna take, Iām quite sure that basic checks / priority can be set?
When will it fully release? I want to use this in my games. Iāve been waiting for 3 months now
MoveToFinished:Wait() has a delay of around 0.1 seconds
Back from the holidays, working on it.
Thank you dude. I lvoe you.so much
Hey Developers, as we get closer to releasing this feature, we have made a major change to the API, along with a number of bug fixes. One of these changes will result in some errors and will need to be updated.
The PathfindingModifier.ModifierId
property has been renamed PathfindingModifier.Label.
This is to ensure smooth integration with upcoming pathfinding features.
Unfortunately, since this feature is still in Beta, any values set in PathfindingModifier.ModifierId
will be lost and you will have to reset them.
Please let us know if you have any questions.
Out of curiosity, canāt you create a ModifierID
property and mark it deprecated, along with having the code for the property just mirror its value to Label
?
Also, what will happen to developers who use instance tagging with a Label
script property? Iād prefer it be called something unique, like Identity
,Ident
for short, or PathType
.
I put together this list of current limitations, originally I was just going to ask if climbing was considered but then I realized thereās a lot.
(ordered by guesstimated complexity)
- No climbing
- No JumpHeight/JumpPower
- No MaxSlopeAngle
- No CollisionGroups
- No WorldModel
- No gravity
- No AgentSpeed (longer/shorter jumps)
- For more power,
AgentSpeeds
(e.g. sprinting)- Numbers and/or tables with
Minimum
andMaximum
(for perfect ledge drops and jumps)
- Numbers and/or tables with
-
PathWaypoint.Speed
- And/or
PathWaypoint.Velocity
? (e.g. for 3D)
- And/or
- For more power,
Higher complexity:
- Only one navmesh with hardcoded parameters when creating
Path
s (Solves a lot of limitations)- Example implementations:
- Simple & logical:
WorldRoot.NavMesh
&worldRoot:CreatePath(agentParams)
- Preserve API:
WorldRoot.NavMesh
&PathfindingService:CreatePath(agentParams, navMesh)
- Sideways Australian:
NavMesh.World
- Simple & logical:
- Example implementations:
- Canāt jump or move diagonally
- This includes across parts aligned at the corners where a regular player could walk, but the pathfinder sees as unpathable
- No 3D navmesh (for flying/swimming agents)
- No objects with (consistent) velocities (e.g. conveyors, ātrampolinesā, rotating obstacles, or projectiles)
- Sliding obstacles could be possible but way harder
Pls make this live bro
Give us another week or so instead.
Truss climbing pls,spme guy already made that in roblox
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