You can write your topic however you want, but you need to answer these questions:
- What do you want to achieve? Keep it simple and clear!
Regular amount of waypoints
- What is the issue? Include screenshots / videos if possible!
Pathfinding Service creating excessive waypoints
- What solutions have you tried so far? Did you look for solutions on the Creator Hub?
I’ve Tried: Updating my Pathfinding Perimiters (enabling canjump changing slopeangle etc), Running a raw compute async as apposed to calculating it in a seperate thread
threadInfo.thread = task.spawn(function()
while GameInfo.roundActive do
if #threadInfo.operations > 0 then
for key, pathTable in ipairs(threadInfo.operations) do
local info = pathTable[1]
local startPos = pathTable[2]
local endPos = pathTable[3]
info.behavior.pathing.finalLastWP = info.behavior.pathing.waypointTable[info.behavior.pathing.waypointAmount]
print("AmComputing")
info.behavior.pathing.path:ComputeAsync(startPos,endPos + Vector3.new(0,0.5,0))
info.behavior.pathing.currentWaypoint = 0
info.behavior.pathing.waypointTable = info.behavior.pathing.path:GetWaypoints()
info.behavior.pathing.waypointAmount = #info.behavior.pathing.waypointTable
for i , part in pairs(visPoints) do
part:Destroy()
end
if info.behavior.pathing.path.Status == Enum.PathStatus.Success then
local chosenColor = Color3.new(math.random(1,100) * 0.01, math.random(1,100) * 0.01, math.random(1,100) * 0.01)
for i , point in ipairs(info.behavior.pathing.waypointTable) do
local part = Instance.new("Part")
part.Anchored = true
part.Size = Vector3.new(2,2,2)
part.CanCollide = false
part.CanTouch = false
part.CanQuery = false
part.Color = chosenColor
part.Position = point.Position
part.Parent = workspace
table.insert(visPoints,part)
end
end
end
table.clear(threadInfo.operations)
end
task.wait(baseValue)
end
end)
Only prints once, all part colors are the same.
I’ve been having this issue for a decent bit, the map is also procedurally generated if that gives anyone anymore information
