Path:ComputeAsync() returns an illogical, non collision respecting path

One would expect Path:ComputeAsync(start, end) to return a path that does not go through parts, especially in a mostly open baseplate area. However, the behavior I am getting every time (even in game) shows otherwise. This happens randomly in any place with pathfinding; I’ve noticed this issue since switching from model:MoveTo() to tweening the model instead.

Here is the problematic start and end:

Here is the view from under the baseplate:

Not only does this path not make sense, the WaypointSpacing is also vastly inconsistent for this path.

In order to replicate, join this place (or run it in studio).
Here is this place, uncopylocked: Pathfinding failure - Roblox

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Here is another case of this happening in a more complex map. I spotted it today. What’s notable about this example is the shrinking waypoint spacing as it nears the failure, then return to normal pathfinding.


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After gathering more of these paths, I’ve noticed all the problematic waypoint positions are at y=0. Hope this helps.

Thanks for the report! We’ll follow up when we have an update for you.

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Thanks for reporting the bug. We have the fix for this. We will let you know when that fix goes live.

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The fix has been pushed. Please let us know if you still run into problems.

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