Pathfinding Creating Excessive Waypoints

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!

Regular amount of waypoints

  1. What is the issue? Include screenshots / videos if possible!

Pathfinding Service creating excessive waypoints

  1. 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

Just gonna make my own pathfinding

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.