When I pathfind a humanoid npc to a location occasionally the waypoints it calculates are overlapping over eachother back and forth in a loop making very slow movement progress. This only seems to happen when I make the humanoid pathfind long distances (700+ studs away target destination). I have done some research and I have been unable to find any information on this issue so help will be appreciated. (Watch the video attached for more info)
- try fiddling with the
AgentRadius
agent parameter - try setting your waypoint spacing in your agent parameters to
math.huge
- try increasing the time between creating waypoints
if none of these work, would you mind also sharing a bit of your code of the loop?
It’s got to be creating waypoints as the monster, in this case is trying to get to a point in the shortest way possible, Maybe to fix this, decrease the AgentRadius and you could place down parts near the intersections of the map.
The monster could choose a random point around it until it spots a player, then it could go straight for it.
I dont fully know about pathfinding so i hope this could help fix some issues
I have found the issue. This only happens when roblox studio is debugging and showing the path the humanoid is taking. So i guess its just a studio bug…
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