Npcs run into each other like idiots and i beg for your opinions

what’s up my fellow devmen i’ve just decided to start a sort of No Big Deal (i HIGHLY reccomend playing - its extremely fun, just dont give up because of hard controls after 2 minutes) x Hidden in Plain Sight and ive been working on the npc pathfinding. they just walk to random waypoints but they hit eachother and then climb to the moon its very weird. so ive implemented a sort of use with vibecoding chatgpt and it works decent, basically a ray is fired from the torso and if theres another npc then they will sidestep to avoid eachother. but its very robotic and doesn’t look natural at all. so id like to hear your opinions - how could i make this work better and have it feel more natual? because right now it would be very easy to tell who is a player and who’s an npc. thanks you all :troll: (video below, i don’t exepect you to watch the whole thing - the sidestepping is helpful when npcs are walking towards eachother. when i highlight im trying to demonstrate which npcs just did this)


anways
yeah thanks i would be grateful for your opinions :grin:

yeah this happens to me too if I don’t account for it.

what I’d do is probably make a collisiongroup and make the npcs not abel tto cliide with echother. Or do something more complex and make it so when the NPC detects a human infront, they raycast tow dirtections to find a clear one and go to the right vector or -right vector of the CFrame of their humanoid root part.

Ok trust me i have done pathfinding before and i failed horribly. I do have some advice for this situation with 2 ways. 1. Just do the easy way and turn of cancollide or what you could do is to add a hitbox to the npc’s and if a npc is detected in the hitbox it changes direction? Hopefully that helped

i mean yeah but i would prefer for everyone to be able to collide. i just want it to seem natural instead of an abrupt moving away like it is already.