So I just recently tried out pathfinding, and I’m having the NPC be stuck running in place randomly once it starts running for a certain distance. This is for a system that has the NPC consistently follow a player. Anyways, this isn’t really the problem I want to present as I’m still looking into the issue, but I noticed that the calculated waypoints are close to the ground in the Y axis no matter if I change the AgentHeight or the Destination vector3 parameter.
Do you guys think this affects the MoveTo method for the NPC’s humanoid? If it doesn’t, doesn’t this mean that the Y axis is irrelevant when using MoveTo?