I put together this list of current limitations, originally I was just going to ask if climbing was considered but then I realized there’s 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:
- Can’t 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, “trampolines”, rotating obstacles, or projectiles)
- Sliding obstacles could be possible but way harder