Pathfinding agentparams not working in live server

Hello, I’ve made some pathfinding with the new agentparams and it works fine in the studio but when going in a game it just ignores all the params and starts a normal calculations. Is there a reason it is doing this?

function OnRoute()
	local DebugPart = {}
	IsOnRoute = true
	Humanoid.NpcDebug.OnRoute.Value = true
	
	local agentParameters = {
		AgentCanJump = true,
		Costs = {
			WaypointSpacing = 1,
			Path = .01,
			Water = 100.0
		}
	}
	
	local Path = PathfindingService:CreatePath(agentParameters)
	Path:ComputeAsync(StartPos, TargetPos)
	--local Path = PathfindingService:FindPathAsync(StartPos, TargetPos)
	local Waypoints = Path:GetWaypoints()

	for waypointIndex, waypoint in pairs(Waypoints) do
		local waypointPosition = waypoint.Position
		local currentPosition = waypointPosition
		Humanoid:FindFirstChild("NpcDebug").NextNode.Value = CFrame.new(waypointPosition)

		if Settings.NpcDebug then
			--			local Part1 = Instance.new("Part")
			--			Part1.Parent = workspace
			--			Part1.Transparency = .4
			--			Part1.CanCollide = false
			--			Part1.Anchored = true
			--			Part1.CFrame = CFrame.new(waypointPosition)
			--			Part1.Size = Vector3.new(.1, .1, 2)

			local Part2 = Instance.new("Part")
			Part2.Parent = workspace
			Part2.Transparency = .4
			Part2.CanCollide = false
			Part2.BrickColor = BrickColor.new("Really red")
			Part2.Anchored = true
			Part2.CFrame = CFrame.new(currentPosition + Vector3.new(0, 2, 0)) * CFrame.Angles(math.rad(HumanoidRootPart.Rotation.X), math.rad(HumanoidRootPart.Rotation.Y)
			,math.rad(HumanoidRootPart.Rotation.Z))
			Part2.Size = Vector3.new(.1, .1, 4)

			table.insert(DebugPart, Part2)
		end

		local waypointType = waypoint.Action	
		if waypointType == Enum.PathWaypointAction.Jump then			
			Humanoid.Jump = true
		end

		Humanoid:MoveTo(waypointPosition)

		repeat 
			Distance = (waypointPosition - Humanoid.Parent.PrimaryPart.Position).magnitude
			wait()
		until Distance <= 4
		--Humanoid.MoveToFinished:Wait()
	end

	Humanoid.NpcDebug.OnRoute.Value = false

	for i,v in pairs(DebugPart) do
		v:Destroy()
	end

	StartPos = HumanoidRootPart.Position
	IsOnRoute = false
end

That is because the new pathfinding stuff is still in beta, you can check the status of when the new pathfinding features are available for live servers in the announcements/updates section or at Resources
Though I’m not sure if they stated it there

I didn’t know there were seperated branches for beta features. I didn’t find it listed somewhere but you’re propably correct that is might not have rolled out on live server yet. Thank you very much for replying :slight_smile:

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