Hello
So what I’m doing here with NPC’s is I’m letting the server handle the movement - a model that has Humanoid, HumanoidRootPart objects. And for the clients I’m replicating the body from the ReplicatedStorage and inserting the components to that server model just so it forms a complete character. My main issue here is a weird behavior of the humanoid movement. It’s as if the NPC is sliding:
Your problem is that the server isn’t aware of the physics collisions of the humanoid parts - hence the weirdness. You should either make them cancollide false (or just do it all server based?)
Yes, unfortunately not everyone on the internet is right
The idea is sound, but you’ll need to do a ton of work on your side to make it work efficiently.
Humanoids won’t work this way out of the box, I’m afraid.
If you aren’t going to use a bunch of humanoids, it probably isn’t worth it
There is a bandaid solution to the jittery movement here.
For some reason, “MoveToFinished()” just doesn’t work (at least i dont think it does). I used the solution above and my AI runs around smoothly no problem.
Now the sliding issue, I don’t know how to fix that.