I don’t see how this can be possible
1st test has the pathfinding service fail
2nd test has the pathfinding service run into a wall
3rd test has the pathfinding service working as I’d expect
All while I’m shrinking the gap, if I move the model somewhere else the pathfinding service doesn’t fail but still mimics the 2nd test if the dimensions are the same as the 1st test.
Green block is start position when I calculate a route, red block is the end position, blue blocks are the waypoint nodes.
Waypoint action is always walk
If it’s an issue with my code I can’t see how
Here’s what I’d consider relevant:
function CalculateNewPath(PathObject, Start: Vector3, Destination: Vector3)
-- Creates the start End Visual part (Can collide/touch is off) the issue existed before I put these in
return pcall(function()
PathObject:ComputeAsync(Start, Destination)
-- Creates the waypoint visual parts, issue existed before I put this in
end)
end
-- Where I initialize the path object, happens once ever, I've messed around with these a lot and hasn't changed much
self.CurrentPath =
PathfindingService:CreatePath({ AgentCanJump = true, AgentRadius = 3, WaypointSpacing = 1, AgentHeight = 5 })
Is this a known engine bug? I saw a few similar-ish reports.
The docs say very little about Known limitations
I doubt this is part of the known limitations, I assume it’s too simple of a scenario.
