You’re probably going to have to use a custom pathfinding function. Roblox’s is still extremely unreliable.
I’d google it. There’s plenty of resources on doing that. Many people use the A* pathfinding algorithm to move things with nodes, and that might work here.
Hehe, that’s funny… No, silly Roblox, cars can’t jump!
Can you put an invisible wall all around the top of the parking garage?
I wish there was a way to setup your pathfinding map first. For example, I’d like to be able to choose what parts to add (streets only for cars). I’d like to manually make links like those seen in the image for jumps but include additional data (for things like interactions and teleporters). Modifying the cost for traversal on some parts would be good too (sidewalks can be driven on, but should only be done when absolutely needed). Additional user options like turning radius, can jump, and jump height would be nice too. Time based pathfinding like spinning death blocks in obbys, timed doors, would be nice. Sequential pathfinding like you have to grab a key before you can open a door before you can walk through it would be nice too. But alas!
I know that adjusting the path settings itself can result into some whacky generated paths, doesn’t make sense why nodes would be on on top of those thin walls though when you clarified the radius to be huge.
I’m also going through this type of unwanted behavior when units pathfind within my RTS game. Path waypoints will sometimes be randomly located deep inside the ground- sometimes even skipping large chunks of land, and then resuming throughout the path normally.
Consider lining up the intended path with invisible walls to prevent pathfinding from generating nodes outside of where you want to restrict movement from or creating your own pathfinding solution, whether that’s by torturing yourself with thousands of nodes (attachments or parts) on the map or a proper pathfinding algorithm that’ll allow you to generate nodes only where desired.