New Pathfinding Modifiers - Studio Beta

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 and Maximum (for perfect ledge drops and jumps)
    • PathWaypoint.Speed
      • And/or PathWaypoint.Velocity? (e.g. for 3D)

Higher complexity:

  • Only one navmesh with hardcoded parameters when creating Paths (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
  • 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
8 Likes

Pls make this live bro

5 Likes

Give us another week or so instead. :slight_smile:

3 Likes

Truss climbing pls,spme guy already made that in roblox

1 Like

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