Path finding problem!

My game have a slightly rotated cylinder pillar that the npc can clearly walk up it, but the path finding service refuse to lead it’s path up that pillar, the pcall error message says: “nil”

Can someone help me on this? I just need the npc to walk up that cylinder pillar.

Sorry since I’m still quite new to path findings in Roblox so I don’t really have tried much to fix this because I don’t know what to do.

The pillar:

Try pathfinding in front of the clyinder and do a maunal MoveToPoint to the top of the clyinder after the Npc is in front to ignore the error.

:thinking: That might work, ima try… wait but how?

The npc is an enemy that will chase the player even if they climb onto those pillars :confused:

Try adding 2 invisible parts for the Npc to pathfind to. The first being infront of the clyinder, the angle the NPC should climb up it, and the other being the second point, Use Humanoid:MoveToPoint() to that other invisible part

Just do a check if the player is above that cylinder using raycasting or position checks (I recommend precise position checks as a player can have their middle not on the clyinder but stand on it still.

actually when saying of it… my game have… more than 1 pillars :smile:

i have no idea how i can help with this

I usually don’t use ROBLOX pathfinding and use other modules such as SimplePath which can fix this issue but other than using ROBLOX pathfinding… maybe you can wait for the update of PathfindingLinks because I think they might fix this issue by adding many of them to help the pathfinding, its like nodes but I don’t think they work yet
(i don’t know if pathfindingLinks function like this)

Do you mind if you provide some code?

I have changed my mind that the npc wont be able to walk up those pillars now ¯_(ツ)_/¯

Unless… Can Pathfinding Service make vertical paths?

Oh yeah I forgot, here’s the code:

I think I found a solution, if the service failed to compute a path then I would just use the normal :MoveTo(), that should work ey?