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?
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.