Pathfinding breaks when rig set to high speed

When I start to increase my rig’s speed depending on a level system I made, his pathfinding seems to start locking up, heading to a waypoint in a random rotation then waiting like 5 seconds before MoveToFinished fires so he can proceed to the next waypoint. How can I fix this to stay usual?

Any help is appreciated!

1 Like

Can you upload a video of what you’re talking about?

I can’t but basically after testing in output, the MoveToFinished event starts to delay due to running about 11-20 times for each path the fast rig does

This is how the rig traverses through all waypoints in a path:

for _, waypoint in ipairs(waypoints) do
				humanoid:MoveTo(waypoint.Position)
				humanoid.MoveToFinished:Wait()
				print("finished")
			end

I can’t see any problems here. You can use the built-in video recorder, convert it to a .mp4 with cloudconvert.com, and upload the file in a reply. I just don’t know enough about what’s happening to give you any help.