Pathfinding filter

A nice addition to the pathfinding feature recently added would be a sort of filter using part names and terrain cell materials to prevent the paths from moving over certain parts or cells or limit the paths to only be able to move over those parts or cells. This addition would allow for lots of new possibilities and control over AI paths. This could be used to prevent pedestrian AI from walking into streets, any type of AI from walking into obstacles such as lava or spikes, as well as many more undesirable situations.

EDIT: Had a typo

Yes something like

ComputeRawPathAsyncWithIgnoreList(Vector3 start, Vector3 finish, float maxDistance, table ignoreDescendentsTable)

would be really really really really AWESOME.

Although the name could be different as that ^ is just hideously long.

[quote] Yes something like

ComputeRawPathAsyncWithIgnoreList(Vector3 start, Vector3 finish, float maxDistance, table ignoreDescendentsTable)

would be really really really really AWESOME.

Although the name could be different as that ^ is just hideously long. [/quote]

Honestly, there isn’t much else that they could use which fits and is descriptive as that.

[quote] Yes something like

ComputeRawPathAsyncWithIgnoreList(Vector3 start, Vector3 finish, float maxDistance, table ignoreDescendentsTable)

would be really really really really AWESOME.

Although the name could be different as that ^ is just hideously long. [/quote]

Honestly, there isn’t much else that they could use which fits and is descriptive as that.[/quote]

Mmh, but this would be really useful :3

Bumping this thread.

There are quite some things that I can’t make right now without this feature, for example:
In one of my games, which is a random village generator, I have physical doors players have to bump into in order to open them. Right now I can’t use the PathfindingService to make an AI that walks to a door then enters the house. I can of course do it in steps, first find the path to the door then let another piece of code let the AI bump into the door. Though given that the villages are randomly generated, this would be a lot of work. Adding an ignore list would make this a lot easier.

Another annoyance is that we can’t set the distance between points. I can remember that in the tutorial video of how to make a path it was said that the distance between each point was 4 studs. This isn’t really useful if you want to make doors. I’ll show why:

In the first picture I have a gap that is 4 studs wide. A normal AI would be able to fit through it and the pathfinder thinks the same:

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However, if I move the gap 2 studs to the right, the pathfinder suddenly can’t find a path anymore:

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Even if I expand the gap and make it 5 studs wide:

External Media

Therefore I would love it if we were able to set the distance between points.

1 Like

Yesssssss

My “The Glitch” game contains a weird and creepy death guy that has to open doors in order to pathfind to people, however walls are too thin in some areas/openable doors block it’s view.