With that said, do you guys have on the docket any future plans to improve nav mesh generation (or maybe support for custom ones)? Why I’m saying that is I was trying to stress test PathfindingService on a larger map, and it failed to move my NPC up a simple staircase with CanJump set to false.
This is an amazing feature, I’m wondering if it would be better to have the option to not parent the PathModifier to the object and instead have a property for it? Similar to how adornees work for billboardGuis.
Just in the right time for release of my new tycoon! Pathfinding Modifiers are going to make sure that the NPCs don’t skip the paths
info: Don’t try setting the cost of a Modifier less than 0, It’ll not compute the path, and when stopping the running server, it’ll infinitely load and crash! Also you don’t get an error in console.
Yes, I needed this so much, I was almost going to do this in a very hacky way.
I can now finally make NPCs walk through doors, I needed this for so long.
Now we can finally make NPCs that walk on sidewalks of streets, go through doors, walk over bridges instead of attempting to swim and all that cool stuff.
I think this feature has been requested for years and it’s finally here, my day has been made. Today feels epic.
Negative costs are valid input values, and it’s ok to use them to annotate special objects, such as power-ups. But since the cost is multiplied by the traversed distance, you might run into a situation where longer paths with negative costs will be preferred over shorter alternatives. So in a practical sense, negative cost values are rewards.
Can we please have an agent parameter that can let us customise the height allowed for the AI to jump? Because in a lot of scenarios the AI cannot jump over a tall wall, despite the AI having high jump power.
Unfortunately, based on the following quote from a reply above, it doesn’t sound like negative cost values work as described. I would assume, if this is accurate, this is likely either a bug or an oversight due to negative costs being unexpected.
Yeah. This happened to me. I wanted to create a footpath that my AIs would prefer walk on (rather than the dirt) and then I went to test it, and then nothing happened. And then when I stopped running the game, studio stopped responding.
Thank you, this is a great addition to Pathfinding.
Will you support functionality of Modifiers to work with Models as well? I think it’s impractical and poorly designed if this is to only work with Baseparts because it is tedious and time consuming to add them into every Part instead of a few Models
In general we’d want to have our entire model have a single modifier for all Parts in it if we choose to do so, it would improve UX and QOL.